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VOOZH | about |
| Generates in existing chunks |
Yes, only when an entity goes through a portal and there is no other active portal within 128 blocks of the matching coordinate |
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| Consists of |
{
"title": "Nether Portal",
"rows": [
{
"field": "Yes, only when an entity goes through a portal and there is no other active portal within 128 blocks of the matching coordinate",
"label": "Generates in<br>existing chunks "
},
{
"field": "\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite obsidian.png article, displayed as 16x16px|link=Obsidian|alt=|class=pixel-image|)</span>(link to Obsidian article, displayed as <span class=\"sprite-text\">Obsidian</span>)</span>\n* <span class=\"nowrap\"><span class=\"sprite-file\" style=\"\">(link to File:BlockSprite nether-portal.png article, displayed as 16x16px|link=Nether Portal (block)|alt=|class=pixel-image|)</span>(link to Nether Portal (block) article, displayed as <span class=\"sprite-text\">Nether Portal</span>)</span>",
"label": "Consists of"
}
],
"invimages": [],
"images": [
"Nether portal.gif"
]
}
The Nether portal is a manufactured structure made of obsidian that acts as a gateway between the Overworld and the Nether dimensions.
The Nether portal is built as a vertical, rectangular frame of obsidian (4Γ5 minimum, 23Γ23 maximum). The four corners of the frame are not required, but portals created by the game always include them, resulting in 4 free/extra obsidian. The obsidian can be placed in any manner, e.g. by placing mined obsidian, by completing a ruined portal, or by casting it in place using lava and water. Adjacent portals can share obsidian blocks. A Nether portal cannot be built horizontally like an end portal.
Once a frame is constructed, it is activated by fire placed inside the frame. This creates portal blocks inside the frame, resembling a vortex. The fire can be placed in any manner, including use of flint and steel or a fire charge, the impact of a fireball or small fireball, a lightning strike, or natural spread of fire to flammable material adjacent to the portal. Nether portals can be activated only in the Overworld or the Nether; they cannot be activated in the End and custom dimensions.
The fire must be the last placed block in the structureβa fire on an incomplete frame does not result in the portal activating upon the placement of the last obsidian block.
If no corresponding portal within range exists in the other dimension when a portal is used by almost any entity except withers and the ender dragonβ[Java Edition only] or by a playerβ[Bedrock Edition only], one is created there; see Β§ Portal search and Β§ Portal creation.
When a player in the Overworld or the Nether stands in a Nether portal block for 80 game ticks (4 seconds) in survival mode or 1 game tick (1β20 second) in creative mode, the player is taken to the other dimension (In Java Edition, the teleport delay can be configured by changing the gamerule playersNetherPortalDefaultDelay and playersNetherPortalCreativeDelay for players in Creative Mode). The player can step out of a portal before it completes its animation to abort the teleport. If there is already an active portal within range (about 128 blocks) in the other dimension, the player appears in that portal. Otherwise, a portal is created at or near the corresponding coordinates. If a portal is deactivated, and the matching portal in the other dimension is used before it is re-activated, a new portal may be created (unless there is another active portal within range). The usual cause for this is when the player's Nether-side portal is deactivated by a ghast, and then the player dies in the Nether, spawns, and then re-enters the Nether through the Overworld-side portal. However, multiple portals can be exploited to farm obsidian.
Most entities can travel through portals, including mobs (except the wither and ender dragon), thrown items, and transportation with passengersβ[Java Edition only], including boats, minecarts and horses. Unlike players, other entities travel through portals instantly, and once they reach the other side, there is a cool-down time for 300 game ticks (15 seconds), in which they cannot go through any Nether portals. Therefore, an entity can travel though Nether portals again after not touching any Nether portal for 15 seconds. An exception are minecarts and boats, which have a 10 tick (0.5 seconds) cooldown. In Bedrock Edition, a parrot on the player's shoulder prevents the player from going through the portal.[1]
Another exception is an entity ridden by a player, the whole assemblage of which has the unusual combination of instant travel as well as no cooldown.[verify for Bedrock Edition]
Zombified piglins have a chanceβ[more information needed] to spawn on the bottom frame of the portal in the Overworld in Java Edition if any Nether portal block above receives a block tick. In Bedrock Edition they spawn in certain squares adjacent to the portals in the Overworld, not inside them. Zombified piglins spawned in this way have a full 15-second portal cooldown, meaning they can't go through the portal they are spawned in unless they leave the portal for a while. They spawn twice as often on Normal difficulty as on Easy, and three times as often on Hard difficulty as on Easy. No other mobs can be spawned by Nether portals in this way, in any dimension.
Active portals also repel hoglins.
Whenever an entity is teleported through a Nether portal, the chunk at the linked portal gets load ticked with load level of 30, meaning that it is fully loaded and can process entities. This load level also spreads to adjacent chunks but they get lower for each chunk. This results in 8 more fully loaded "entity ticking" chunks with gradually fewer loaded chunks further out.
These chunks remain loaded for 15 seconds but this timer gets refreshed each time the entity passes through the portal (including mobs wandering through it from either direction). This can be used to permanently load chunks, creating a "chunk loader". Permanently-loaded chunks created using chunk loaders create a measurable amount of lag.[citation needed]
Horizontal coordinates and distances in the Nether are proportional to the Overworld in a 1:8 ratio. That is, by moving 1 block horizontally in the Nether, players have moved the equivalent of 8 blocks on the Overworld. This does not apply to the Y-axis. Thus, for a given location (X, Y, Z) in the Overworld, the corresponding coordinates in the Nether are (floor(X Γ· 8), Y, floor(Z Γ· 8)), and conversely, for a location (X, Y, Z) in the Nether, the matching Overworld coordinates are (X Γ 8, Y, Z Γ 8).
The Java floor() method used in these conversions rounds down to the largest integer less than or equal to the argument (toward smaller positive values and toward larger negative values), so a coordinate of 29.9 rounds to 29, and one of β29.9 to β30.
Both the X and Z coordinates in this conversion are constrained to be within the world border (29,999,983 and -29,999,984 (inclusive)); this affects travel to the Overworld from the Nether at X or Z beyond Β±3,749,998.
When an entity starts colliding with a Nether portal block, the game records the coordinates of the entity.
The game then converts those coordinates into destination coordinates as above: The entry X- and Z-coordinates are multiplied by 8 if the entity is in the Nether or divided by 8 if the entity is in the Overworld, while the Y-coordinate is not changed.
Starting at these destination coordinates, the game looks for all nearby portal points of interest. The point of interest can be within a 256Γ256 square block area (128-block radius) in the Overworld and a 32Γ32 square block area (16-block radius) in the Nether[2] centered on the converted coordinate and the full map height.
If any candidate portal point of interest is found, then the game selects the closest one as determined by its distance in the new coordinate system (including the Y coordinate, which can cause seemingly more distant portals to be selected), and teleports the entity to the location in the new portal calculated by a special algorithm. Note that the calculated distance is Euclidean distance, not taxicab distance. The distance computation between portals in the range is a straight-line distance calculation, and the shortest path is chosen, counting the Y difference.
The algorithm used for determining the position of the entity inside the destination portal to teleport to is as follows:
This way, if source and destination portals are of the same shape, have the same orientation, and no other portals are interfering with the linking, one can safely assume that entities can travel through them as if the portal frames were physically placed behind each other.
If no portals exist in the search region, the game creates a new one by looking for the closest suitable location to place a portal, within 16 blocks horizontally (but any distance vertically) of the incoming entity's destination coordinates. A valid location consists of 3Γ4 buildable blocksβ[more information needed] with 4 blocks of air above all 12 blocks, with the long axis matching the long axis of the source portal. The closest valid position in the 3D distance is always picked. The incoming entity can be almost any entity except withers and the ender dragon in Java Edition or only be a player in Bedrock Edition.
This means that if a portal constructed in the Nether exceeds 18 blocks wide, each end will connect to two separate Overworld portals.
If the first check for valid locations fails entirely, the check is redone looking for a 1Γ4 expanse of buildable blocks with air 4 high above each.
If that fails, too, a portal is forced at the target coordinates, but with Y constrained to be between 70 and 10 less than the world height (i.e. 118 for the Nether or 310 for the Overworld). When a portal is forced in this way, a 2Γ3 platform of obsidian with air 3 high above is created at the target location, overwriting whatever might be there. This provides air space underground or a small platform if floating. In Bedrock Edition, these obsidian blocks are flanked by 4 more blocks of netherrack on each side, which is the only renewable source of netherrack.
Once coordinates are chosen, a portal (always 4Γ5 and including the corners) including portal blocks is constructed at the target coordinates, replacing anything in the way.
If a portal is forced into water or lava, the liquid immediately flows into the generated air blocks, leaving the player with no airspace. However, a glitch can prevent this water from flowing into the portal: if the liquid would flow both vertically and horizontally into the air pocket, it instead flows only vertically, so the blocks on the platform's outer corners never become water source blocks.
| Sounds | ||||||||
|---|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch | Attenuation distance |
| βPortal whooshes[sound 1] | Blocks | Randomly | block.portal.ambientβ[sound 2]β | subtitles.block.portal.ambientββ[sound 2]β | 0.5 | 0.8β1.2 | 10 | |
| βPortal noise fades[sound 1] | Ambient/Environment | After the player is teleported through a Nether portal | block.portal.travelβ[sound 2]β | subtitles.block.portal.travelββ[sound 2]β | 0.25 | 0.8β1.2 | 16 | |
| βPortal noise intensifies[sound 1] | Ambient/Environment | When the player enters a Nether portal | block.portal.triggerβ[sound 2]β | subtitles.block.portal.triggerββ[sound 2]β | 0.25 | 0.8β1.2 | 16 | |
| Sounds | |||||||
|---|---|---|---|---|---|---|---|
| Sound | Closed captions | Source | Description | Identifier | Translation key | Volume | Pitch |
| β ? | Blocks | Randomly | portal.portal | β ? | 0.25 | 0.8β1.2 | |
| β ? | Ambient/Environment | After the player is teleported through a Nether portal | portal.travel | β ? | 1.0 | 1.0 | |
| β ? | Ambient/Environment | When the player enters a Nether portal | portal.trigger | β ? | 1.0 | 1.0 | |
| Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
|---|---|---|---|---|---|---|---|
| PS4 | Other | ||||||
| π Image | π Image | Into The Nether | Construct a Nether Portal. | Light a nether portal. | 30 | Bronze | |
| Icon | Advancement | In-game description | Actual requirements (if different) |
|---|---|---|---|
| π Image π Image | Ice Bucket Challenge | Obtain a block of Obsidian | Have a block of obsidian in the inventory. |
| π Image π Image | We Need to Go Deeper | Build, light and enter a Nether Portal | Enter the Nether dimension. |
| π Image π Image | Nether | Bring summer clothes | Enter the Nether dimension. |
| π Image π Image | Subspace Bubble | Use the Nether to travel 7 km in the Overworld | Use the Nether to travel between 2 points in the Overworld with a minimum horizontal euclidean distance of 7000 blocks between each other, which is 875 blocks in the Nether. |
| π Image π Image | Uneasy Alliance | Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it | Receive kill credit for a ghast while being in the Overworld. The ghast does not have to be in the Overworld. |
| Java Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v1.2.0 | preview | Added Nether portals. | |||||
| v1.2.2a | The player can now create a Nether portal by pressing (presumably a developer testing function). | ||||||
| v1.2.2b | The cheat has been removed from Nether portals. | ||||||
| Java Edition | |||||||
| 1.7.2 | September 11, 2013 | Dinnerbone releases images of larger and different shaped Nether portals, also mentions the ability to light a portal from any block, not just the bottom row.[3] Both the sign and circular nature of the portal in the second image are references to Stargate, Col. Jack O'Neill was often heard mentioning his hatred for cliches. | |||||
| 13w37a | Portals can now be activated from any block within the portal, not just the bottom (when any fire block appears inside the frame). | ||||||
| There are now new Nether portal building rules: portals can now be built at a minimum of 4Γ5, and a maximum of 23Γ23. | |||||||
| Nether portals now use block data values (later changed to block state) to determine their orientation. Old portals created in 1.6.4 and earlier have a tendency to close when upgrading. | |||||||
| 1.16 | 20w16a | Added ruined portals. | |||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| v0.12.1 | build 1 | Added Nether portals. | |||||
| Nether portals can be built at a minimum of 4Γ5, and a maximum of 23Γ23. | |||||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU1 | CU1 | 1.00 | 1.00 | 1.00 | Patch 1 | 1.0.1 | Added Nether portals. |
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | There are now new Nether portal building rules: Any rectangular shape from 4Γ5 to 23Γ23. | |
| If the Nether portal in the Nether is big enough, ghasts can now travel through. | |||||||
| Nether portals can now be activated by any fire block within the frame. | |||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 0.1.0 | Added Nether portals. | ||||||
| October 4, 2010 | A poster on Notch's blog announced a new "hell world," and hinted that it would utilize portals for fast travels. | ||||||
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| October 22, 2010 | Originally, ghasts were intended to spawn from Nether portals (referred to as "gates") in the Overworld. However, this ability has not yet been implemented.[4] | ||||||
| October 29, 2010 | Notch sent a preview of the Halloween Update to two gaming companies; their articles[5][6] detailed the usage of Nether portals, used for entering what was then known as "the Slip". | ||||||
| Java Edition Beta | |||||||
|---|---|---|---|---|---|---|---|
| 1.6 | Test Build 3 | Nether portals now work in multiplayer. Before this update, Nether portals could be created on multiplayer servers, but could not teleport players to the Nether, thus multiplayer servers required modding to access the Nether. | |||||
Compared to singleplayer, nether portals in multiplayer appear noticeably less polished: they do not play the travel.ogg or the screen animation used after traveling, and the loading screen does not display "Entering the Nether" or "Leaving the Nether".
| |||||||
| Standing in a Nether portal now forces all GUIs to close, including the pause menu and chat. | |||||||
| The nausea screen animation shown while entering a nether portal is now slower. | |||||||
| Java Edition | |||||||
| 1.2.1 | 12w07a | The Overworld's height limit has been raised to 256, but portals from the Nether cannot find portals above Y=128. | |||||
| 1.3.1 | 12w18a | As a result of singleplayer being changed to an internal server, all of the aforementioned issues with multiplayer nether portals have been transferred to singleplayer as well. | |||||
| 12w22a | Zombie pigmen now rarely spawn from Nether portals in the Overworld. | ||||||
| ? | Portals from the Nether now search the entire height of the Overworld. | ||||||
| 1.4.2 | 12w34a | Non-player entities can now travel through portals. | |||||
| The screen animation and sound used when entering a portal is now replayed after traveling through, rather than having no animation (as before this snapshot) or a unique animation (as before 12w18a). | |||||||
| 12w38a | The Nether now loads faster when traveling through a Nether portal in Survival mode and loads immediately when in Creative mode. | ||||||
| 1.7.2 | 13w41a | Nether portals, water and ice are now visible through each other. | |||||
| 1.8 | 14w31a | The pause menu can once again be opened while standing in a Nether portal. | |||||
| 1.9 | 15w33c | A non-player entity going through a Nether portal no longer causes a return portal to generate on the other side if none exists already. | |||||
| 16w02a | Nether portals now play travel.ogg again. | ||||||
| 1.14 | Pre-Release 5 | Non-player entities now keep the other side loaded for 15 seconds after an entity goes through if the portal is linked. | |||||
| Non-player entities no longer travel through non-linked Nether portal instead of appearing on the other side with no portal to come back. | |||||||
| 1.15 | 19w36a | Nether portals in the Overworld now correctly link with portals placed in the top half (128β255) of the Nether dimension. | |||||
| Search for an existing portal to connect to is now chunk based: the searched area is now 17Γ17 chunks instead of 257Γ257 blocks. | |||||||
| 1.16 | 20w06a | Traveling through Nether portals is now almost seamless. | |||||
| 20w14a | Hoglins are now scared of active portals. | ||||||
| 1.16.2 | 20w28a | Reduced the portal search radius when travelling to the Nether from 128 blocks to 16 blocks in order to correctly account for the 1:8 position scale. | |||||
| 1.20 | Pre-release 1 | Nether portals once again produce the correct screen animation after changing dimensions.[7] | |||||
| 1.20.3 | 23w42a | Nether portal delay can now be configured with the gamerules playersNetherPortalDefaultDelay and playersNetherPortalCreativeDelay. | |||||
| 1.21 | 24w21a | Non-Player entities can once again travel through non-linked Nether portals and generate a portal on the other side. | |||||
Added game rule entitiesWithPassengersCanUsePortals, allowing entities with passengers to travel through nether portals.[8] | |||||||
| pre1 | Removed game rule entitiesWithPassengersCanUsePortals. Entities with passengers can now use Nether portals by default. | ||||||
| 1.21.2 | 24w33a | Reduced teleport cooldown for minecarts and boats from 15 seconds to 0.5 seconds. | |||||
| Reduced teleport cooldown for projectiles from 15 seconds to 0.1 seconds. | |||||||
| Pocket Edition Alpha | |||||||
|---|---|---|---|---|---|---|---|
| ? | The sounds of Nether portals have been updated to match Java. | ||||||
| Legacy Console Edition | |||||||
|---|---|---|---|---|---|---|---|
| Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | |
| TU19 | CU7 | 1.12 | 1.12 | 1.12 | Patch 1 | 1.0.1 | Non-player entities can now travel through portals. |
| The screen animation used when entering a portal is now always replayed after traveling through, rather than only sometimes.[is this the correct version?] | |||||||
| Players in creative mode are now teleported into the other dimension instantly. | |||||||
| TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | If the Nether portal in the Nether is big enough, ghasts can now travel through. | |
| TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | A non-player entity going through a Nether portal no longer causes a return portal to generate one on the other side, if one does not exist already.[is this the correct version?] | |
Nether portals now play travel.ogg. Unlike in other editions, the sound isn't random pitched. | |||||||
| New Nintendo 3DS Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.9.19 | The screen animation used when entering a portal is now replayed after traveling through, rather than having a unique animation. | ||||||
Issues relating to "Nether Portal" are maintained on the bug tracker. Issues should be reported and viewed there.
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