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Create: Interdimensional Travel

A Create addon adding a craftable portal gun and portal fluids that open portals to programmable coordinates, in this dimension or across dimensions.
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Create: Interdimensional Travel 0.1.1

File namecreate_interdimensional-0.1.1.jar
Uploader
clickstone12clickstone12
Uploaded
Oct 20, 2026
Downloads
157
Size
2.6 MB
Mod Loaders
NeoForge
File ID
9271912
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-interdimensional-travel-1715732:9271912"

Learn more about Curse Maven

What's new

0.1.1

For Minecraft 1.21.1, NeoForge 21.1.248 or later, Create 6.0.10 or later. JEI optional.

New

  • Flat Portal Gates. A gate can be built lying down, on the ground or on a ceiling (Controller facing up or down). It works like a floor gun portal: step or drop onto it and you sink in and go through, pulled gently toward the middle (you can walk off it). Going into the top of one, you fall out of the underside of the other; if there are blocks under it (a gate on the ground), you hop up and clear of it instead, with no fall damage. Flat gates link to flat or upright gates.
  • Portals sit on the surface behind them. A gate built right against a wall, the ground or a ceiling has its portal attached to that surface, not floating half a block off.
  • Portal Closing setting (gun Settings tab): Manual (default) lets the shooter close a pair early by punching either end with a Portal Gun, or with the new Close Portal key (Controls, unbound by default). One-way trip closes the pair as soon as the shooter has gone through.
  • Mobs go through gun portals (server config portal.allowMobs, default on). Not mobs in a vehicle or with a rider, bosses or armor stands. Items still don't.
  • Floor portals pull you to the middle while you sink in (portal.floorPull); you sink a little faster and a little deeper before going through, so your view is fully under first (portal.floorSinkSpeed, portal.floorSinkDepth); and coming out of a floor portal hops you up and out so you don't land back in it, with no fall damage (portal.floorKickUp, portal.floorKickOut).
  • Factory Reset for a gun (Settings tab, owner only).
  • /interdimensional testingSlider off|on (operators): removes the gun's creative/operator fuel-use testing slider for the whole server, or brings it back. Off, every gun uses fuel at 1x.
  • Safe mode for drawing portals (client config render.portalSafeMode, AUTO by default): plain rendering when Veil (Create Aeronautics, Sable) or a shader pack is in use, so portals no longer turn into flat squares.
  • Gun portal particles are now the portal's own colour (client config render.portalParticles hides them).
  • portal.debugClose (server config, off by default) logs gun portal closes, for bug reports.

Changed

  • Blue fluid rebalanced: mixing makes 10 mB (was 250), and blue jumps and gates cost far less to match (gun: 50 mB plus 0.03125 mB per block). Servers keep the costs already in their config file; delete those lines (or the file) to get the new ones.
  • Shooting into a floor: the exit is only ever straight above the destination: on a ceiling up to portal.ceilingSearchHeight (4) blocks up, or floating portal.freeExitHeight (3) up. With the gun's Safe landing on, a shot with nowhere safe to land (within portal.safeLandingDepth, 4; water counts, lava doesn't) is refused, costs nothing, and the gun shows "No safe landing" before you fire.
  • All of a gun's data stays with the gun. A gun shows its owner's bookmarks and history whoever holds it, and has an owner tag (shown in the tooltip and the menu). A gun is claimed by the first player to open its menu; existing guns keep their owner. A borrower can change Safe landing and Portal Closing; everything else is the owner's.
  • The destination gate's emitters show full, in the driving end's colour, while the link is open, and the destination gate shows the other end's warm-up.
  • A Portal Controller that isn't running turns to fit a complete ring built the other way round.
  • "Unbalanced supply pressure" now says which emitters are off, and how to fix it.
  • A gate that closes with an error says why. gate.explodeOnError = false (server config) makes errors close like a normal close, with no burst.

Fixed

  • Portal Gates built against a wall or a cliff: players, mobs, items and minecarts got stuck against the blocks behind the portal and never went through. They can now move into those blocks while going through (reported on Discord).
  • Coming out of a portal or gate built against a wall, floor or ceiling sometimes left you inside the blocks behind it. You now always come out on the open side.
  • A gun portal sometimes vanished without its closing animation when it timed out with its two ends far apart.
  • Another mod's portal (e.g. a Tempad) could carry this mod's portals away. A moved portal now closes with an error.
  • A world crash reported when items went through a gate with Iris installed: the portal clipping that was involved can no longer take the world down.
  • Z-fighting on the Portal Gun models.

Known issues and limits

  • Still alpha: back up your world before trying it.
  • A gun portal can't open into a flat gate (a one-way jump to a public flat gate is refused, at no cost).
  • Barrier power levels are still open to everyone (gun.barrierPowerNeedsUpgrade = false).
  • Portals aren't saved: they close on server restart.

This mod has no additional files