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Teleport

For authenticated administrators with teleport-management permission. The Teleport module and the selected submodule must be enabled; the game must be ready and targets must be online for live tools.

Purpose

Operate and audit player movement through direct tools, configurable home/city/friend/back services, and a searchable history of teleport attempts and costs.

Before you begin

  • Check module and submodule health in Feature Modules, then confirm the target's stable Player ID or current online Entity ID.
  • Confirm destination coordinates, currency costs, blood-moon policy, per-submodule cooldowns, and any global cooldown before moving a player.
  • Use a maintenance or incident window for forced movement and keep the resulting log entry.

Procedure

Tools

  1. In Tools, refresh online players, choose Teleport to position or Teleport to player, enter coordinates or source/target players, and read the confirmation dialog before submitting.

Settings

  1. In Settings, enable only the needed submodules and set home/city/friend/back permissions, costs, request expiry, home limits, blood-moon rule, command names, and cooldowns. If global cooldown is enabled, account for its shared pool across teleport types.

Cities

  1. In Cities, add or edit a named destination with coordinates, yaw, optional currency cost, enabled state, and sort order. Disable a destination before changing it during a live event; delete only after confirming no player-facing command depends on it.

Homes

  1. In Homes, search by stable Player ID. Review home names, coordinates, owner, and creation time; delete a home only after confirming the player and reading the delete confirmation.

Logs

  1. In Logs, filter by Player ID and UTC time range. Compare timestamp, Home/City/Friend/Back subsystem, from/to coordinates, cost paid, remark, and linked player profile with the incident timeline.

Verify the result

  • A successful tool action reports success and the target's next position or player view matches the requested destination.
  • Settings reload with the intended enabled flags, limits, costs, and cooldowns; a blocked request displays the expected permission, cooldown, currency, or blood-moon reason.
  • A log row records the player, subsystem, from/to coordinates, cost, result/remark, and UTC timestamp.

Limits and safety notes

WARNING

Teleport is disruptive and coordinate mistakes can strand a player or place them in unsafe terrain. A permission to open the page does not bypass submodule, game-ready, online-player, currency, or cooldown checks. Treat Entity IDs as session-scoped and revalidate after reconnects.

DANGER

Forced teleports and home deletion change player state. Confirm the target and coordinates twice, avoid moving players during combat or irreversible events, and retain the log/audit evidence. Do not share exact private home coordinates outside the incident team.