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Compatibility
Applies to Teleport Animation across all supported 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.
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.
| 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.
Everything the mod does — camera work, mixins, sounds — happens on the client performing the teleport. Installing it on a dedicated server does nothing useful.
The mod carries explicit compatibility code for all five of these:
- Sodium / Embeddium
- Iris
- Bobby
- Distant Horizons
- Voxy
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.
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.
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 —
GuiMixinandGameRendererMixinboth rendered it, doubling the opacity.GuiMixinnow does nothing. -
requestTerrainVisibilityUpdate()calledlevelRenderer.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.
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.
None. No blocks, items, recipes or world data. Removing the JAR leaves saves untouched.
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.
Teleport Animation is by Stalking Dragons. Code is MIT licensed; the bundled sound effects are third-party audio from Grand Teleport, included for non-commercial in-game use only. Originally a fork of Grand Teleport by Codex, with contributions by hookuru_. Not affiliated with the original authors.