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Immersive Portal - CE

Seamless see-through portals and non-Euclidean worlds, enhanced for NeoForge 1.21.1 with performance optimizations and native Sable moving-sublevel compatibility.
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Immersive Portals - CE 6.0.9 - NeoForge 1.21.1

File nameimmersive_portals-6.0.9.jar
Uploader
NsTutNsTut
Uploaded
Sep 15, 2026
Downloads
17
Size
4.5 MB
Mod Loaders
NeoForge
File ID
8885471
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:immersive-portals-ce-1672810:8885471"

Learn more about Curse Maven

What's new

Immersive Portals - CE 6.0.9

Added

  • Seamless Sable 2.0.5 dimension-stack migration for moving sublevels, including global plot ownership across dimensions, rider/passenger preservation, live velocity, loading tickets, interpolation history, and remote entity tracking.
  • Explicit server-first Sable rider handoff protocol with correlated acknowledgements so portal rotation, camera orientation, and gravity transforms remain authoritative across cross-dimension teleports.
  • Automated dedicated-server plus real-client Sable end-to-end coverage over both UDP and TCP fallback, including Overworld -> Nether -> Overworld crossings, gravity-driven recrossing, rotated portals, rider dismount, and opposite-dimension movement observation.
  • Automated portal visual regression coverage for clipping, shader/resource reloads, Sodium, Iris, Veil, and vanilla renderer configurations, plus nightly extended verification.
  • Veil compatibility hook for portal shader recompilation and local Create Aeronautics/Simulated/Offroad development-runtime support.

Fixed

  • Fixed Sable sublevels disappearing, flickering between dimensions, or becoming stuck at dimension-stack boundaries during migration.
  • Fixed retained Sable riders skipping Immersive Portals' rotation/gravity camera transformation during server-first teleports.
  • Fixed stale deferred Sable teleport state that could block later portal crossings after an aborted or reordered handoff.
  • Fixed source and destination Sable client copies overlapping too long under UDP/slow-runner timing by recording destination pre-sync before queueing it and retiring the source copy immediately after migration commit.
  • Fixed portal rendering corruption where geometry behind the active portal clipping plane could still render.
  • Restored published NeoForge mod identities/entry points for immersive_portals_core, imm_ptl, and q_misc_util.
  • Moved the mod icon to the correct packaged asset location while keeping NeoForge metadata pointed at the packaged root icon.

Changed

  • Reworked Sable packet redirection and tracking so sublevel packets target the correct logical client world and duplicate destination full-syncs are suppressed during handoff.
  • Made Sable migration transactional: destination state is prepared before source retirement, and player teleport is cancelled if the moving sublevel cannot commit safely.
  • Replaced fragmented CI checks with a canonical verification harness covering core build/JUnit/GameTests, graphical Sable E2E, renderer visual checks, retained failure evidence, and one stable required-status gate.
  • Hardened release automation so a successful main CI run after a version bump creates the version tag and dispatches the fully verified GitHub/CurseForge release workflow.

Sable remains optional. Normal Immersive Portals behavior is unchanged when Sable is absent.

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