Troubleshooting & FAQ
During an event
The rally only moved some players
Check the reported count against /rally roster. The usual causes: someone logged out during the countdown (they are dropped when the crowd is re-collected), or allow-cross-world is false and some players are in another world (they are skipped and told why).
Fix it by running the rally again after the cooldown, or have the stragglers run /rally catchup.
"That destination failed the safety check"
The plugin refused to send the crowd somewhere that would hurt them: over lava, into the void, inside solid blocks, or onto the Nether roof. Move a few blocks to solid, open ground and try again.
If you are certain the spot is fine, such as a custom platform, add force:
/rally here force
/rally go harbour force
See How Rallies Work for exactly what the check tests.
"Cross-world rallies are disabled"
You are standing in a different world to the destination. Either move into the right world first, or set allow-cross-world: true and run /rally reload.
"A rally is already in progress"
A rally is mid-countdown. Wait for it to finish, or run /rally cancel if you fired the wrong stop. If you fired twice by accident, cooldown-seconds has already blocked the second one, which is it working as intended.
/rally cancel says it is too late
The teleports have already started. RallyPoint refuses to cancel at that point rather than splitting the crowd half-way. Wait for the arrival, then rally to the right stop.
A player is stuck in spectator mode
Run /rally stage off. If they are still stuck, have them relog: RallyPoint restores game modes on join. As a last resort, /gamemode survival <player> fixes it directly.
Someone landed inside a wall or under the ground
Have them run /rally catchup to be re-placed at the stop, or /rally return to go home. Then move the waypoint: /rally waypoint set <same-name> from a better spot overwrites the old one.
People are all standing in one pile
scatter-radius is 0 or very small. Raise it to 4 to 8 for a crowd and run /rally reload.
The server hitched when the rally fired
Lower teleports-per-tick and reload. It trades a slightly longer arrival for a smoother server.
/rally tour load minemail says MineMail is not installed
MineMail is an optional soft dependency and it is not on the server. Install MineMail (and restart) to build a mailbox tour, or register the route as waypoints by hand instead. Every other command works without it. See Tours.
The tour did not move to the next stop
A tour only advances when a rally actually fires. If the stop was refused - the cooldown has not elapsed, nobody is opted in, or the spot failed the safety check - you stay on the current stop so you can retry. Wait out the cooldown, check /rally roster, or add force for a spot you know is fine, then run /rally tour next again. /rally tour status shows where you are.
Setup problems
The plugin will not enable
Check that you are running Paper, not Spigot or CraftBukkit, on Minecraft 1.20 or newer with Java 17. RallyPoint calls Paper-only APIs for asynchronous chunk loading and teleports.
Nothing happens when players run /rally optin
Opt-in commands need no permission, so this is almost always the plugin not being loaded. Check the console at startup and /plugins.
The host is being teleported into spectator mode with everyone else
They are missing rally.admin, which is what exempts a player from stage mode. See Permissions.
Config changes did not apply
Run /rally reload after editing config.yml, or restart the server. A reload also re-reads waypoints.yml.
Warnings about players.yml on startup
The file was partially malformed and loaded anyway, skipping the bad entries. Affected players simply need to run /rally optin again. RallyPoint deliberately warns rather than failing to enable.
FAQ
Will RallyPoint teleport players who have not opted in?
No. Only opted-in players are ever moved. The one exception is a server that sets default-opt-in: true, which counts players as opted in until they run /rally optout.
Does the host get teleported by their own rally?
Only if you are not already at the stop. The host travels with the crowd, opted in or not, unless you are within 16 blocks of the destination. So /rally here and rallying from a build you have already flown to leave you where you are (camera intact), while rallying to a waypoint across the map brings you along so you are not left behind. A host who comes along only to lead is never held by stage mode.
What happens to players who are offline during the event?
Nothing, until they log in. If they missed a rally they are told so and pointed at /rally catchup. If /rally return ran while they were away, they are sent home automatically on their next login.
Can players opt in during a countdown?
Yes. The crowd is re-collected when the countdown ends, so anyone who opts in mid-countdown comes along.
Does /rally return work for players who opted out afterwards?
Yes. Return is based on having a stored return point, not on current opt-in state, so someone who opts out mid-event still gets home.
Does history survive a restart?
Yes. Rally history, the current rally point, and the rally serial that drives missed-rally notices are all saved to session.yml, so /rally history is intact after a restart and the live event carries on where it left off. See Data Files.
Are there any dependencies or integrations?
No required dependencies - RallyPoint uses only the Paper API, including Adventure for titles and sounds. MineMail is an optional soft dependency used solely by /rally tour load minemail; if it is not installed, that one command says so and everything else works normally. See Tours.
Can I edit waypoints by hand?
Yes. Edit plugins/RallyPoint/waypoints.yml and run /rally reload. See Data Files.
Is there a limit on crowd size?
No hard limit. Large crowds are handled by spreading teleports across ticks; lower teleports-per-tick if the server hitches. A real large-crowd rally under load is worth testing before a live event.