Skip to content

Compatibility

LlaGuiTo edited this page Oct 15, 2026 · 6 revisions

Compatibility

Applies to Teleport Animation across all supported versions.

Loaders and versions

Minecraft NeoForge Fabric
1.21.1 21.1.235+ 0.19.5
26.1.2 26.1.2.78+ 0.19.5
26.2 26.2.0.57+ 0.19.5
26.3 26.3.0.42-beta+ 0.19.5

Java 21.

Note the 1.21.1 NeoForge floor is 21.1.235, not 249. It is lower than the other mods in this collection because the 1.21.1 branch targets an earlier NeoForge baseline.

The NeoForge and Fabric lines version independently

They are not in step, and do not assume the versions track:

Branch Version
NeoForge 1.21.1 1.4.2
NeoForge 26.2 1.3.0
NeoForge 26.1.2 1.1.0
NeoForge 26.3 1.0.0
Fabric 1.21.1 1.0.1
Fabric 26.x 1.0.0
Forge (all) 0.0.0-beta.1

The Fabric line sits at 1.0.0 while NeoForge is on 1.4.2, and Fabric 26.2 lags its NeoForge counterpart by a release. The Fabric build is usable but is not feature-identical to NeoForge.

Requirements

Waystones optional on all builds
Create: Kinetic Waypoints optional, NeoForge 1.21.1 only (0.1.1 and 0.1.2 tested)
Other mods optional

The animation only plays on teleports from these mods. Kinetic Waypoints is published only for NeoForge 1.21.1 and Forge 1.20.1, so no other build includes that integration.

Client-side only

Everything the mod does — camera work, mixins, sounds — happens on the client performing the teleport. Installing it on a dedicated server does nothing useful.

Rendering mods it is tested against

The mod carries explicit compatibility code for all five of these:

  • Sodium / Embeddium
  • Iris
  • Bobby
  • Distant Horizons
  • Voxy

Sodium and Embeddium

The mod uses Sodium's light terrain-update path to avoid rebuilding the whole world during the transition. As of 1.3.0 this had a real bug: SodiumCompat looked for the old me.jellysquid package, so on current Sodium the light update never ran. It now probes net.caffeinemc, me.jellysquid and Embeddium, with the reflection cached.

If you use Sodium or Embeddium, 1.3.0 or newer matters for performance, not correctness.

Chunk rendering fallback

fallbackChunkFadeEnabled swaps the mod's own chunk handling for a vanilla or Sodium chunk-mask fade. It is off by default. Turn it on if you hit missing or stale terrain during the transition and the mod's own path is not handling your setup.

Performance notes

Two fixes in 1.3.0 are worth knowing about, because both were cost per frame or per stage:

  • The white flash was being drawn twice per frame — GuiMixin and GameRendererMixin both rendered it, doubling the opacity. GuiMixin now does nothing.
  • requestTerrainVisibilityUpdate() called levelRenderer.allChanged() on every zoom stage change, rebuilding the entire terrain each time. It now uses the light update path instead.

If you are on an older build and the animation stutters, that is why.

Known limitations

No animation across dimensions by default. crossDimensionTravelEnabled is off, so a dimension change plays nothing. Deliberate — there is no continuous space to glide through.

Only Waystones (and Kinetic Waypoints) teleports. Vanilla /tp, portals and other teleport mods do not trigger it. Kinetic Waypoints is supported on NeoForge 1.21.1 only.

The custom sounds are off by default. Not a technical limitation — the bundled audio is third-party. See Credits and License.

Content added

None. No blocks, items, recipes or world data. Removing the JAR leaves saves untouched.

Server behaviour

There is no server-side component. /ta off affects only the client that runs it, and there is no way for a server operator to force the effect on or off for players — by design, since the effect is entirely cosmetic and client-side. See Commands.