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PortalBlaster

Portal‑style traversal for Fabric 1.21.11 with custom sounds, clean visuals, and momentum‑accurate teleportation.
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portalgun-1.2.0.jar

File nameportalgun-1.2.0.jar
Uploader
butterboyrsbutterboyrs
Uploaded
Sep 4, 2026
Downloads
19
Size
1.6 MB
Mod Loaders
Fabric
File ID
8804210
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:portalgunmod-1428830:8804210"

Learn more about Curse Maven

What's new

- Aligned mod metadata with the current Minecraft 1.21.11 build target.
- Hardened server packet handling for portal shooting and clearing.
- Changed normal portal clearing to clear only the requesting player's portals.
- Added an operator-only `/portalgun clear all` command for full cleanup.
- Improved portal lifecycle sync when portals are removed or fizzle.
- Reworked Portal Gun firing visuals to bypass vanilla first-person hand motion and add a Portal-style recoil, claw flare, and muzzle pulse.
- Added a first-person Portal Gun shake when clearing portals from the keybind.
- Added grabbed-mob visual feedback that holds the Portal Gun claws open and blocks portal shooting while grabbing.
- Added Portal Gun grab hold-loop and release/drop sound effects.
- Fixed grabbed mobs sometimes keeping no-gravity and floating after release.
- Prevented grabbed mobs from being pushed into solid blocks by clamping the held position to open space.
- Added Portal Gun block grabbing for solid opaque blocks, excluding transparent, portal, portal-frame, block-entity, and unbreakable blocks.
- Added Monster Spawner block grabbing while preserving the moved spawner's block entity data.
- Added a Portal Gun "too heavy" sound when a targeted entity or block cannot be grabbed.
- Added throwing grabbed mobs and blocks with left-click or right-click while grab mode is active.
- Added night-only moon portals that turn the paired placed portal into a front-facing black-hole sink, pulling nearby mobs, players, entities, and eligible blocks harder at close range before destroying them.
- Fixed black-hole suction not reliably pulling players by explicitly applying and syncing player velocity.
- Added a linked-portal pixel view that samples and draws the other portal's visible side when both portals are placed.
- Fixed the linked-portal pixel view being hidden by the normal portal fill texture and added client-side fallback portal pairing.
- Changed the linked-portal pixel view to use camera-perspective rays through the paired portal while keeping the custom oval portal rings.
- Restored the original portal oval ring textures as the frame while keeping the generated linked-view interior texture-free.
- Made portal rendering less likely to disappear from angled camera directions by expanding client-side render culling.
- Tightened the linked-view interior mask to the remaining portal oval PNG opening and pushed the oval frame in front of the view.
- Fixed wall portal visuals disappearing on north/south placements by drawing wall-facing portal planes directly and double-siding the oval texture.
- Restored the linked-view interior to the normal translucent entity render layer so it draws reliably underneath the oval frame.
- Added a tinted portal interior fallback when the paired portal is not visible to the client, making pairing/render-layer issues easier to identify in game.
- Fixed east/west wall portal interiors not rendering by emitting non-degenerate X-plane quads for the linked view.
- Changed portal oval rings to render as cutout frames so the linked-view interior can stay wide enough to hide jagged edges without bleeding through the blue or orange ring textures.
- Skipped cross-dimension portal-view snapshot generation for portals too far from the player and removed duplicate block-state reads in portal validation.
- Increased linked portal interior resolution from 24x36 to 48x72 samples for more visible detail while keeping the pixelated style.
- Increased linked portal interior resolution again to 72x108 samples and flipped the rendered sample rows so the view is no longer upside down.
- Changed linked portal interiors to a stationary paired-portal view refreshed every 10 ticks instead of camera-dependent per-frame sampling to reduce lag.
- Changed the stationary linked portal view to use a fixed perspective camera behind the paired portal instead of flat parallel rays, restoring visible scene detail.
- Optimized linked portal interiors with a persistent portal-view cache, 40-tick refreshes, oval-only ray sampling, quantized colors, and same-color row batching.
- Removed player marker dots from linked portal interiors so the local player no longer appears as a moving blue pixel.
- Mirrored linked portal interiors left-to-right and removed all entity marker capture from the look-through view.
- Moved portal oval rings closer to the linked-view render plane while preserving enough anti-z-fighting gap to keep the ring in front.
- Expanded the linked-view oval mask under the portal's inner ring to hide jagged interior edges and close the visible gap.
- Added server-fed linked-view snapshots so portal interiors can render block and sky views across dimensions.
- Centered and smoothed the Portal Gun reticle brackets for a cleaner Portal-style crosshair.
- Switched portal teleport detection to orientation-aware portal boxes.
- Preserved projectile momentum through portals and reset arrow in-ground state after teleporting.
- Intercepted snowball and ender pearl block impacts on portal surfaces so they teleport instead of triggering vanilla collision.
- Restored reliable teleport sound playback by emitting portal sounds at both ends and directly sending the exit sound to teleported players.
- Replaced avoidable reflection with direct 1.21.11 APIs where available.
- Replaced custom firing model predicate code with vanilla `custom_model_data` item dispatch.
- Replaced the Portal Gun inventory and item-frame icon with a transparent pixel-art sprite while keeping the 3D special model for held rendering.
- Added basic repository hygiene files.
- Added a white-and-black Portal Gun Pedestal that displays a Portal Gun placed on it by right-clicking.
- Redesigned the Portal Gun Pedestal model as a slimmer Aperture-style display stand with a stepped base, narrow column, top platform, and small gun cradle.
- Adjusted the Portal Gun Pedestal proportions to better match the Aperture display reference with taller white side shells and narrower dark front channels.
- Restarted the Portal Gun Pedestal visual model as a simple compact display stand with a square base, skinny post, cyan display panel, and small gun mount.
- Remade the Portal Gun Pedestal model and texture into a compact display stand with a white square base, dark center post, cyan front screen, and top gun cradle.
- Rotated the Portal Gun display on the pedestal 90 degrees to the left so the claws point sideways.

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