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Mechanics
None of this is needed to use the mod, but it explains why a blink lands where it does and why it occasionally does nothing.
Right click is server side
Every shard runs its effect on the server only. The client's right click is ignored so the two sides can't disagree about whether something happened or when a cooldown started. That's also why shards work the same in singleplayer, LAN and on a dedicated server.
How the blink picks a landing spot
The Blink and Warp shards share their logic. Instead of teleporting you a fixed distance, they search along the direction you're looking, from the maximum range back toward you, in half-block steps:
- Start at the maximum 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, you land there. If not, step back 0.5 blocks and check again.
- Stop at 1 block out. If even that is blocked, the shard fails.
Because it searches from far to near, you always get the furthest landing spot that fits, not the nearest. That's what makes it usable in a corridor: facing a wall at close range gives you a short hop rather than a failed use.
What counts as "free"
The check uses each block's collision shape rather than asking whether it's air, so tall grass, flowers, torches and other non-solid blocks don't block a landing.
Ender Shard randomness
The Ender Shard picks up to 24 random offsets within roughly 10 blocks horizontally and 5 vertically, and takes the first one that passes the same two-block clearance check. If all 24 are blocked — a tight tunnel, for example — it does nothing.
Return Shard target
It sends you to the spawn position of the dimension you're currently in, at the centre of the spawn block. It does not use your bed or respawn anchor — that's a different thing in Minecraft, and using it would make the shard far less useful when you're lost.
Cooldowns
Each shard has a fixed cooldown in ticks, shown on the item as the vanilla cooldown sweep. Two rules matter:
- A cooldown only starts when the action succeeds. A blink that finds nowhere to land costs you nothing.
- In creative, cooldowns are skipped entirely, so testing doesn't involve waiting.
| 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 |
Status effect shards
Feather, Void, Ember, Hearth, Tide, Gale and Sight apply vanilla effects to you. They use the normal effect system, which has two consequences worth knowing:
- They refresh an existing potion of the same type rather than stacking duration. Drinking fire resistance and then using an Ember Shard gives you the longer of the two, not both.
- They're affected by anything that changes effect duration, including milk (which removes them) and commands.
Sound and particles
Teleport shards play the enderman teleport sound (Blink, Warp) or the chorus fruit sound (Ender, Return) and emit portal particles at both ends. Effect shards chime like an amethyst block and emit end rod particles from your position. Nothing is client-only, so nearby players see and hear it too.
Implementation notes
For anyone reading the source or debugging a conflict:
- No mixins. The mod registers items and reads vanilla APIs; it never patches Minecraft classes.
- All shards share one base class that handles the server-side guard, the cooldown and the tooltip.
- Items are registered 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 dependency.