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 6.1.2 - NeoForge 1.21.1

File nameimmersive_portals-6.1.2.jar
Uploader
NsTutNsTut
Uploaded
Oct 14, 2026
Downloads
20
Size
4.7 MB
Mod Loaders
NeoForge
File ID
9168967
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:immersive-portals-ce-1672810:9168967"

Learn more about Curse Maven

What's new

Immersive Portals - CE 6.1.2

Minecraft 1.21.1 / NeoForge 21.1.228+ / Java 21

Fixed

  • Send hidden Sable plot updates to the actual ship-tracking players, preserving empty watcher lists and normal-world visibility. This fixes reproduced stale Create motor speeds and block graphics on assembled ships.
  • Preserve whole-ship and retained-seat continuity across portal and dimension-stack handoffs. Reject stale rider-only or reverse-transfer requests using authoritative relative motion and bounded source-portal crossing witnesses, including exact-plane animated crossings.
  • Compile occupied ship boundary sections when missing neighboring chunks are outside the live plot. Keep in-bounds neighbor requirements, immutable render ownership and lifecycle invalidation; do not force ordinary terrain rebuilds.
  • Prevent dedicated Sable sections from notifying disposed ordinary-terrain graphs during cross-dimension cleanup, while preserving mesh publication and uploads.
  • Compose portal terrain collision with fresh native Sable collision/tracking state. Prevent first-move null state, stale inherited motion and nested-move state corruption without bypassing native ship contact.

Verification

  • Add actual assembled CONTROL (7×5×11, 176 blocks) and LARGE (49×17×65, 4,185 blocks, 20 plot chunks) ships with working Create machinery, a retained rider and five-slot/99-item cargo.
  • Require ordinary portals, dimension-stack boundaries and sideways flight through vertical portals with rotated destinations and return crossings. Four baseline UDP/TCP × size lanes each cover ten crossings, including distinct leading/center/trailing whole-hull samples for broadside travel.
  • Add two separately pinned Aeronautics UDP lanes: CONTROL has 189 blocks and eight real propellers; LARGE has 4,941 blocks and 252 propellers. Each makes four ordinary-portal crossings with measured native thrust and no direct velocity/force/pose writes during powered travel.
  • Check body/rider identity, cargo, kinetic speeds, velocity/orientation tolerances, complete occupied-visible meshes and actual source/arrival framebuffer images. Preserve diagnostic logs and screenshots; use safe physical staging between cases without reviving or replacing the rider.
  • Require all six ship lanes alongside the existing rider/network and renderer/shader coverage. CI and exact-commit release evidence now require all 47 jobs, with release policy anchored to the executing workflow.

Scope

Broadside coverage uses native ballistic flight in cleared corridors, not powered broadside or obstacle collisions. Source and settled-arrival screenshots do not certify exact in-flight clipping. Balloons, burners, fuel behavior, independently moving carts, unseated passengers and full moving-portal energy/rotation behavior remain unverified. The motivating public balloon/burner report is not claimed as an exact reproduction.

See complex ship coverage and runtime receipts. This patch does not complete issue #24's moving-miniature milestone.

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