LeafRTP Random Teleport Mod FAQ
10 questions players actually ask, answered.
How do I use random teleport for the first time?
Use the command or keybind to open the teleport menu, then select a destination region. The mod creates a default region automatically on first launch, so you can teleport immediately without any setup.
Why did I teleport into a block and get stuck?
The mod pre-checks landing spots for safety, but if you landed inside a block, the safety checks may not have scanned that area yet or the location was on the edge of a loaded chunk. Try teleporting again to a different spot, or ask an admin to review the safety check settings in the in-game menu.
Can I stop players from teleporting to a specific area?
Yes—create a custom teleport region that excludes that area, or use the in-game menu to adjust region boundaries. You can also enable stricter safety checks to avoid dangerous terrain.
Does random teleport cause lag when lots of players use it?
No—the mod finds safe landing spots on separate threads before teleporting, so it doesn't drop server ticks even when many players teleport at once. This is one of the mod's core features.
Why do all players keep teleporting near the same spot?
The mod uses a spiral pattern to spread destinations evenly across the region, but if players are still clustering, an admin can expand the teleport region or adjust the region settings in the in-game menu to cover more area.
How do I set up multiple teleport regions for different worlds or areas?
Use the in-game admin menu to create and configure custom regions—you can define boundaries, safety rules, and visual effects for each one without editing config files.
Can I change the teleport animation or sound effects?
Yes—the in-game menu lets you customize visual effects and feedback for teleports on the fly, so you can adjust particles, sounds, or other effects without restarting.
What happens if the mod tries to teleport me into a protected zone?
The mod's safety checks scan for dangerous blocks and unsafe ground before teleporting, so it should skip protected areas. If you still land in a protected zone, the region may need adjustment or the protection plugin may need to be configured to work with the mod.
How does the mod remember bad landing spots?
The mod stores unsafe ground in spatial memory, so it learns which locations are dangerous and skips them on future searches—this keeps teleport times fast and prevents repeated bad spawns.
Do I need to pre-generate chunks for random teleport to work safely?
No—the mod pre-checks landing spots on separate threads, so it finds safe ground even in unloaded chunks without causing lag or requiring manual world generation.