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Mechanics
You don't need any of this to use the mod. It's here for the times you wonder why a blink landed two blocks short, or why it did nothing at all.
The click happens on the server
Every shard runs its effect on the server only. The client's right click is thrown away, which stops the two sides disagreeing about whether something happened or when a cooldown started. That's also why the behaviour is identical in singleplayer, on LAN, and on a server.
How a blink picks its spot
Blink and Warp share one piece of logic. They don't throw you a fixed distance and hope. They walk backwards along your line of sight, starting at the maximum range and checking every half block:
- Start at the range: 12 blocks for Blink, 24 for Warp.
- Check whether the block at your feet and the block at your head are both free of collision.
- If they are, that's where you go. If not, step back half a block and try again.
- Give up at one block out. If even that is blocked, the shard fails.
Searching from far to near is the whole trick. You always get the furthest spot that fits, so aiming at a wall at close range gives you a short hop instead of a wasted click.
What counts as free
The check uses each block's collision shape rather than asking "is this air", so tall grass, flowers and torches don't block a landing. You won't get dumped on top of a fern.
The random one
The Ender Shard picks up to 24 random offsets within roughly 10 blocks out and 5 up or down, and takes the first that passes the same two-block check. If all 24 are blocked, nothing happens. In a two-block-wide tunnel that's most of the time.
Where Return puts you
The spawn of the dimension you're currently standing in, at the centre of the spawn block. Not your bed, not your respawn anchor. Using those would make it useless for the situation it exists for, which is being lost.
Cooldowns
Each shard has a fixed cooldown, shown as the vanilla sweep on the item. Two rules matter more than the numbers:
- A cooldown only starts when the action succeeds. A blink with nowhere to land costs you nothing.
- Creative skips cooldowns entirely, so testing doesn't involve staring at a greyed-out item.
| Shard | Ticks | Seconds |
|---|---|---|
| Blink Shard | 80 | 4 |
| Warp Shard | 140 | 7 |
| Ender Shard | 200 | 10 |
| Return Shard | 200 | 10 |
| Feather Shard | 300 | 15 |
| Void Shard | 1800 | 90 |
| Ember Shard | 1200 | 60 |
| Hearth Shard | 1200 | 60 |
| Tide Shard | 1200 | 60 |
| Gale Shard | 900 | 45 |
| Sight Shard | 1200 | 60 |
The effect shards
Feather, Void, Ember, Hearth, Tide, Gale and Sight just apply vanilla effects. Two consequences worth knowing about:
- They refresh an effect rather than stacking duration. Drinking fire resistance and then using an Ember Shard leaves you with one timer, whichever is longer.
- Milk removes them, and so does anything else that clears effects. They're potion effects, not a special case.
Sound and particles
Teleport shards use the enderman sound for Blink and Warp and the chorus fruit sound for Ender and Return, with portal particles at both ends. Effect shards chime like an amethyst block and give off end rod sparks. All of it is server-side, so nearby players see and hear it too.
If you're reading the code
- No mixins. The mod registers items and calls vanilla APIs; it never patches Minecraft.
- All shards share one base class that handles the server guard, the cooldown and the tooltip text.
- Items register with explicit registry keys, which is the 26.x pattern.
- The creative tab hook is Fabric API's creative tab output event, which is why Fabric API is a hard requirement.