Planeshift
Planeshift is a library. On its own it adds nothing you can see, no blocks, no items, no portals of its own. What it gives other mods is a way to join two dimensions with a portal plane: a surface you can look through and walk through as if the two worlds were one space.
What a portal plane does
- You see through it. The far side is drawn live through the opening, with its own terrain, sky, lighting and entities. Not a skybox, not a still image.
- You walk through it. No loading screen, no camera snap, no lost momentum. Walk, fall or sprint across and just keep going.
- Things cross with you. Mobs, items and anything else that wanders in. Water and lava flow through rather than stopping at it.
- You can reach through it. Break, place and use blocks on the far side as if they were in front of you.
A plane can be a finite rectangle, a doorway in a wall or infinite, joining two dimensions along an entire horizontal layer.
Mods built on it
- Actual Portals — nether portals you can see through and step through, with no black screen.
- OneDimension — dimensions stacked vertically into one continuous world, joined at their floors and ceilings.
- The Portal Gun - adds a portal gun to Minecraft, allowing you to shoot portals like in Portal 2.
For mod developers
Register a plane; Planeshift handles the rest — drawing the far side, streaming it to the client, and carrying things across.
Planes.registerInChunks((level, chunk, out) ->
out.accept(PlaneBoundary.between(
Level.OVERWORLD, doorHere, Direction.NORTH,
Level.NETHER, doorThere, Direction.SOUTH,
Rotation.NONE).a()));
Planes can be supplied per chunk (for ones built out of blocks, which come and go), per dimension, or globally for surfaces that need no index at all.
Requirements
- Minecraft 26.3
- Fabric Loader 0.19.5 or newer
- Fabric API
Configuration
config/planeshift.json sets how many planes may be seen through at once, how far away they stay visible, and whether entities and fluids cross them.
Status
Under active development. Seeing through, crossing and interacting all work; expect rough edges, particularly around lighting and the seam where a fluid crosses.

