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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.

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:

  1. Start at the maximum range — 12 blocks for Blink, 24 for Warp.
  2. Check whether the block at your feet and the block at your head are both free of collision.
  3. If they are, you land there. If not, step back 0.5 blocks and check again.
  4. 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.

It will put you in a hole. The shard targets the spawn block itself and doesn't search for a safe spot above it. If your spawn is at the bottom of a ravine, that's where you're going.

Cooldowns

Each shard has a fixed cooldown in ticks, shown on the item as the vanilla cooldown sweep. Two rules matter:

ShardTicksSeconds
Blink Shard804
Warp Shard1407
Ender Shard20010
Return Shard20010
Feather Shard30015
Void Shard180090
Ember Shard120060
Hearth Shard120060
Tide Shard120060
Gale Shard90045
Sight Shard120060

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:

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: