Many mods, one Nitea
Mods don't talk to each other, so Nitea makes sure they don't need to.
One copy
Every mod bundles Nitea in its jar, and the loader keeps a single copy: the newest version any installed mod ships. On NeoForge and Forge, Nitea is a game library (FMLModType: GAMELIBRARY): it runs next to Minecraft but isn't a mod. On Fabric it's a small library mod with the ID nitea and no entry point. Either way, the first mod that calls Nitea.init starts its screens.
This means your mod may run on a newer Nitea than the one you built against. Nitea never removes or changes public methods, so that always works. Stick to the documented API; anything in cc.nitea.internal can change.
Shared state
Even when a mod shades its own copy, every copy shares the same state: the consent, the installation ID and the list of mods using Nitea live in one JVM-wide registry. Changing the consent from any copy updates all of them at once.
Separate clients
Each mod gets its own NiteaClient, with its own SDK key, release, tags and breadcrumbs. Your events only go to your project, and your breadcrumbs never show up in another mod's events.
Attribution
Uncaught exceptions and crash reports go only to the mod that caused them. See Which mod gets the error.