UnsnappingLeads
1.1.0+26.xAll in one Lead plugin. Prevents leads from snapping during flight and teleportation. Adds passive mob leashing, entity Godmode, fence-to-fence ropes and more.
1.1.0+26.xlatestUnsnappingLeads 1.1.0+26.xSep 1, 2026 Added support for boat entities (special thanks to Cromis* for the suggestion) * Added Dimension Hopping: Leashed entities now follow players through portals Both can be toggled in the settings GUI * Fixed an issue that let leashed entities die to lava/fire damage when flying low above lava lakes in the Nether with Godmode enabledv1.0.3+26.xUnsnappingLeads v1.0.3+26.xJun 29, 2026 * Added official 26.x support. * Cleaner, modular code for future compatibility.v1.0.2+1.21.xUnsnappingLeads v1.0.2-1.21.xFeb 27, 2026 * Fixed an issue where rope hub knots could persist after fence-to-fence connections were broken (e.g., when a fence was removed), leaving “ghost” knots in the world. * Fixed inconsistent cleanup of rope entities by adding fence-destruction handling for both player block breaks and explosions. * Fixed unintended lead-transfer prompts/messages when interacting with players. * Fixed lead item duplication when switching to spectator mode while entities were leashed. * Improved event handling stabilityv1.0.1UnsnappingLeads v1.0.1Feb 18, 2026 v1.0.1 changelog
New Features
Added fence-to-fence leashing:* You can now create permanent rope connections between two fence posts. Core lead behavior has been completely reworked to maintain a "Vanilla Feel"; when a mob is tied to a fence hub, the game intelligently prioritizes the entity's knot. Right-clicking will now correctly unleash the entity and transfer the lead to your hand instead of breaking the leads that are tied to other fence posts. Added fence-to-entity leashing:* Introduced a "Reverse Tying" mechanic where clicking a fence post and then a mob ties them together. This system is fully compatible with complex hubs (posts serving as a central point for various lead connections); if you tie a mob to a post and subsequently connect that same post to other fences, or vice versa, the mob’s lead remains independent and can still be "held" or removed without affecting the other fence connections. Added Smart Action Cancellation:* Fence selection is now automatically cancelled if you switch to a different item in your inventory, ensuring temporary preview knots are cleaned up immediately. Simply hitting the knot also cancels the action. Added lead passing:* Players can now hand off leashed mobs to one another. To prevent accidental lead-stealing or transfers from behind, only the player holding the leads can initiate the transfer and both players must see and face each other to successfully pass the lead.Other improvements
* Narrowed interaction logic to a strict block-check to prevent neighboring or diagonal fences from interfering with player inputs.Fixes
* Fixed an issue where players were unable to unleash their own leashed entities while a lead was equipped in their hand. This behavior now correctly mirrors Vanilla interactions. * Fixed an issue where custom lead and rope sound effects were playing at an unintended volume. All custom audio has been reduced to a 0.5f volume multiplier to better align with the default game mix. * Fixed an issue where destroying a selection preview knot would fail to cancel the active fence selection.v1.0.1bUnsnappingLeads v1.0.1b [BETA]Feb 15, 2026 Unsnappingleads v1.0.1b
* Added the ability to tie fences together for more visual depth (power lines, fancy fences etc). * Added the ability to tie entities to fences by clicking on fences first. * Added the ability to pass leads to other players by right clicking on them. Players need to look at each other. Disclaimer: This version is very much in beta, I haven't had much time to test it. Final version coming in the upcoming weeks.v1.0.0UnsnappingLeads v1.0.0Feb 10, 2026 Initial ReleaseCore Features
Unbreakable Leads:* Mobs are automatically teleported to you if the lead is about to snap, allowing for infinite travel distance. Elytra Flight Support:* Bypasses vanilla mechanics that break leads when using Firework Rockets. Teleportation Logic:* Leashed mobs will instantly teleport with the player (e.g., when using Ender Pearls or commands). Villager Teleport Toggle:* Added a specific sub-setting to allow/disallow Villagers from teleporting, even if global teleportation is enabled.Mob & Interaction Mechanics
Universal Leashing:* Allows players to attach leads to normally unleashable passive mobs (Villagers, Pandas, Turtles, etc.). Fence Post Support:* * Attach normally unleashable mobs to fence posts. Untie:* Right-clicking a knot unties the mob and instantly transfers the leash to your hand (matching modern vanilla behavior). Floating Mob Tethering:* Prevents "Happy Ghasts" and other floating mobs from ascending indefinitely and breaking their leads while tied to fences. Entity Godmode:* Optional setting to make leashed mobs immune to all damage (suffocation, fall damage, kinetic) while being towed.Configuration & Commands
In-Game GUI:* Run/uleadsto toggle all settings instantly without editing files. Permission:*unsnappingleads.adminConfigurable Thresholds:* customizable "snap distance" (25, 50, 100, 200 blocks) acting as a safety net when teleportation is disabled.
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