From 554753dc27330438e6f29c19e36c2b62701e9008 Mon Sep 17 00:00:00 2001 From: jacklak-redstone Date: Sat, 28 Feb 2026 22:39:48 -0500 Subject: [PATCH] Clarity --- src/content/docs/velocity/admin/getting-started/why-velocity.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/content/docs/velocity/admin/getting-started/why-velocity.md b/src/content/docs/velocity/admin/getting-started/why-velocity.md index d6a516d2e..5c6b37abe 100644 --- a/src/content/docs/velocity/admin/getting-started/why-velocity.md +++ b/src/content/docs/velocity/admin/getting-started/why-velocity.md @@ -25,7 +25,7 @@ competition. The recipe to the sauce is simple. When a Minecraft client connects to another Minecraft server, the server will send back an ID that uniquely identifies a specific player connection. This ID is used in packets that target the player -that the server may send. But what happens when they're actually connecting a proxy that has the +that the server may send. But what happens when they're actually connected to a proxy that has the ability to change what server the player is connected to? Other proxy solutions try to solve this problem by rewriting entity IDs that reference the current