A Minecraft mod which replaces vanilla portals with better ones. These better portals allow one to see the other side and pass through them without any pesky loading screens.
Flat and arbitrarily shaped portals are supported as well:
And so are end portals:
(Side note: How tf do I make unordered lists in this mess of a markdown renderer?!)
Supported portals:
- - Vanilla Nether and End portal
- - Twilight Forest portal (as of BP 0.2, disabled by default in 0.1, BP 0.2.6+ supports TF 3.9+, BP 0.2.5 or below supports TF 3.8 or below)
- - The Aether portal (as of BP 0.2)
- - Mekanism Teleporter (as of BP 0.2, disabled by default as there are known issues for short distance (less than view-distance) teleportation within the same dimension which will require significant changes to BP to be resolved (#151), fixed and enabled by default as of BP 0.3)
- - Travel Huts (as of BP 0.3)
- - AbyssalCraft portals (as of BP 0.3.1)
Notes regarding compatibility:
- - Cubic Chunks requires BP 0.2.2 or above and CC 970 or above (#20)
- - Portal Gun requires BP 0.2.4 or above (mixed recursive rendering cannot be supported, see #69)
- - Tails requires BP 0.2 or above (#77)
- - Server-side JourneyMap requires journeymap-1.12.2-5.5.5b9 or above (#38)
- - Twilight Forest requires TF 3.9 or above (BP prior to 0.2.6 required TF 3.8 or below)
- - SereneSeasons must be at least 1.2.17, otherwise it will cause the world to repeatedly be re-loaded (SereneSeasons#153)
- - SpongeForge requires BP 0.3.4 (BP 0.3.7 for plugin worlds) and a recent SpongeForge (1.12.2-2825-7.1.6 is too old, 1.12.2-2838-7.1.7-RC3910 should do), additionally enhanced third-party transfers are disabled when Sponge is installed (#338)
- - Valkyrien Warfare is incompatible, likely fixed in VW 1.0 (#179)
- - LittleTiles must be at least v1.5.0-pre159 (LittleTiles#237)
- - Vivecraft requires BP 0.3.7, barely tested (I lack the necessary hardware), third-person/MR mode is not yet fully supported (it works fine but portal rendering is disabled), Optifine caveats apply (only default settings have been tested), Multiplayer is untested
Caveats when using Optifine:
- - Fast Render must be disabled (and Minecraft might need to be restarted afterwards)
- - It's either Shaders or see-through portals (It may be possible to fix this for shader packs which use the same shaders for both dimensions. For all other shader packs, substantial changes to OF would be required which won't be happening in the near future.) Note that portals may not render correctly if shaders have just been turned off, if that's the case, re-join the world.
- - The Render Region feature must not be toggled while near a portal (to be safe, change it from the main menu, otherwise the game might crash). As of BP 0.3, toggling of the Render Region feature in-game should now be supported.
- - Smooth World should be turned off because it will disable mobs' AI when they're far away, e.g. on the remote side of a portal (this is intended behavior and will probably not change, see #374)
1.14.x?
Eventually. Probably. I'm aware of the demand, please don't leave a comment for it. The plan atm is to get it fully working on 1.12.2 first. ~At this point (BP 0.2) a re-write of one large part (client-side seamless world transition) of the mod is in progress and I can think of at least two more parts (server-side portal visibility tracking and the Portal.Mutable API) that need to be re-written, so porting the mod now would just double that work.~ Done. I've begun with the 1.14.4 update in late August and might be done with it before 2020 with first usable alpha versions probably (at current pace, subject to change) late October / early November (also still blocked on Mixin 0.8 release).
Can you add support to The Betweenlands? That would be really cool. I love this mod!
When I use this mod, I still see a purple overlay for the nether portal (and black for the end portal). It is diluted, and I can see across, but it's not the totally clear portal I see in the images. Is this an option that I have to change? Also, I can't make 1x1 nether portals.
In reply to puzzlerme:
same
In reply to puzzlerme:
It's in the configs, go to vanilla nether portal and set opacity to 0.
In reply to FlavusemeGames:
This is the mod config right? Not the vanill config?
In reply to puzzlerme:
just use immersive portals
In reply to Super_Boots_The_Dog:
does immersive portals have 1.12.2 for forge?
When using Better Portals, the game fails to launch (Not a crash or anything, it just straight up stops the game from opening completely and in turn i cant give a crash log on github or anything)
Any ideas? Anyone know of a mod that doesnt work with Better Portals?
Help! Before I installed this mod I had portals linked so that when I did install they became unlinked as my portals started to lead into a different location. Anyway, skip some gameplay hours ahead and I found my initial portals deactivated. I was curious to see if I could ignite the portals using my bending abilities for I have the Avatar: Out of the Iceberg mod installed and to my surprise it ignited. But now whenever I load up the game it crashes. I think this is because I broke the portal on the overworld side which didn't deactivate the nether one and now all of my progress just had a massive dump 💩 taken all over it. Please tell me there is some way I could fix this so I could continue on with my game. 😢
In reply to SpodeTV:
Go into the config and set nether portals to false. Load the world. Lemme know what happens.
It causes crashes and isn't very compatible
Can you please make this compatible with the Dalek Mod please?
if so that would be AMAZING!!!
does this works on 1.16.1 or maybe 1.15.2?? if not is there plugins like this that works for those versions?
In reply to afsafdsvsd123:
here is a mod that does practically the same thing for both versions you mentioned https://www.curseforge.com/minecraft/mc-mods/immersive-portals-for-forge
so this mod only suports especific portals? or does it have a chance to suport portals from some mods but not from others?
Game won't even start up. Can't find a crash log either.
In reply to neoslayerpw: probably its becouse vanillafix
In reply to hamsterotron9000:
no its because his pc/laptop can't handle this mod like mines it can't handle it
edit:or I'm wrong
In reply to hamsterotron9000:
I don't even use vanillafx