What NOT to do!¶
Because common sense is not common, this page collects the things that go wrong with this plugin. They fall into two very different buckets, so they are split below:
- This will break the mod entirely - misconfigurations that stop teleports from working at all (or make the plugin behave incorrectly).
- Why is this running slowly? - setups that "work" but make teleports lag or stall the server.
Read the config files first
PLEASE read the configuration files in your RTP folder (also visible in this repository's resource folder) before asking for setup support. A lot of information is easily accessed and well described within the configuration files.
This will break the mod entirely¶
These mistakes prevent teleportation from working correctly.
Don't blacklist every biome (or whitelist zero biomes)
If no biome is eligible, every teleport attempt has nowhere valid to land, so teleportation fails outright. Always leave at least one usable biome.
Don't run conflicting /wild or /rtp providers together
Mixing plugins that both register /wild or /rtp without resolving the command
conflict means the wrong plugin (or no plugin) may answer the command. Resolve the
command conflict before running both.
Don't delete the default region/world configuration
LeafRTP uses the default region and world entries as the template for any new world or region. Removing them leaves the plugin with nothing to build from, and it will not behave correctly. See Intended usage.
Why is this running slowly?¶
These setups work, but they make teleports expensive - either lagging the player who teleports or stalling the whole server.
Don't run the plugin for the first time on a production server
On first run the plugin is unlikely to be configured for your use case, and an
unconfigured region has no warmed cache, so the first teleports do all the expensive
chunk loading and safety checking on demand. Do a test run on your PC first, configure
your regions, then warm them with /rtp scan start region=<name> before players
arrive. See the Quick start scan step.
Don't wire override parameters into player commands, signs, or portals
Override parameters (shape=, radius=, centerX=, ...) build a throwaway
temporary region that is uncached and remembers no past failures, so every call pays
full generation cost and can stall under load. Use them only to test settings, then
bake them into a real named region and point players at a plain /rtp. (Targeting an
existing region with world=<name> or region=<name> is fine - those stay cached.)
See Intended usage.
Don't over-restrict biomes
Blacklisting most biomes (or whitelisting only a few) leaves so few valid landing spots that the engine has to reject many candidates before finding one, which causes major lag during teleportation even when it eventually succeeds. (Restrict all of them and you cross into the "breaks entirely" bucket above.)
See also¶
- Intended usage - the model these anti-patterns violate.
- Quick start - warm the cache so first teleports are not slow.
- Performance - the symptom-to-knob tuning playbook.