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Getting Around

Homes, warps, random teleports, and player-to-player teleports, plus the one rule that blocks them all: combat.

Homes​

/homes

Opens your home grid. Click a saved home (a colored bed) to teleport there after a short warmup. An empty slot (a white bed) lets you name a new home and pick a bed color for it.

The /homes grid showing set homes as colored beds, an empty slot, and a rank-locked slot

  • Delete a home from its tile (with a confirmation).

  • How many homes you get depends on your rank:

    RankHomes
    No rank4
    +5
    ++6
    +++ / media7

Slots above your rank show as a locked pane (Unlock with +).

Warps​

/warps

Server-wide warps set by staff. Click one to teleport there (after a warmup).

Random teleport​

/rtp

Pick a dimension, Overworld, Nether, or End, and get dropped at a random safe spot in the wild. Great for finding fresh, unlooted land. The teleport runs after a warmup and finds solid, non-dangerous ground for you, never in the water or a lava lake. After a drop there's a short 30-second cooldown before you can /rtp again.

The /rtp Drop in the wild dimension picker

Teleport to players​

CommandWhat it does
/tpa <player>Ask to teleport to them.
/tpahere <player>Ask them to teleport to you.
/tpacceptOpen the request menu to accept or decline.
  • Requests queue up, so several people can ask you at once without one overwriting another.
  • /tpaccept opens a menu of everyone waiting: click a head to see who it's from and which way it teleports, then Accept or Decline. You always see what you're answering before you commit, so there's no separate deny command.
  • Requests expire after 60 seconds.
  • Players can allow auto-accept for /tpa in their Settings, in that case you're teleported without them clicking. /tpahere always needs an explicit accept.

The /tpaccept menu with a head per waiting request, showing the sender and teleport direction

The warmup​

Home, warp, RTP, and TPA teleports all use a short stand-still warmup (about 5 seconds). A blue bar counts it down. It's cancelled if you move to another block, take damage, or log off, so you can't cheese it mid-fight.

Combat tag — the catch​

Deal or take PvP damage and you're combat-tagged for 15 seconds (so is the other player). While tagged, a red bar shows the countdown and all teleports are blocked, no /home, /warp, /rtp, or /tpa to escape a fight. Firework rockets are also blocked while tagged, so you can't boost away on an elytra. The tag refreshes every time you're hit.

attention

You can't teleport your way out of a losing fight. Plan your escape before someone swings at you.

Logging out in combat​

Quitting while combat-tagged does not save you. The moment you disconnect you die on the spot: your whole inventory and XP drop where you stood, and you come back empty-handed. Whoever last hit you gets the kill, its Shards, and any bounty on your head, exactly as if they'd finished you off. This holds whether you close the game, rage-quit, or lose connection, and it applies inside events too.

A normal server restart never counts, so you're only ever punished for running.