Nether portalCan generate in existing chunks?Yes, when a player goes through a portal and there is no active portal within 128 blocks of the matching coordinateConsists of
A nether portal is built as a vertical, rectangular frame of obsidian (45 minimum, 2323 maximum). The four corners of the frame are not required, but portals created by the game always include them, resulting in 4 free/extra obsidian. The obsidian can be placed in any manner, e.g. by placing mined obsidian, by completing a ruined portal, or by casting it in place using lava and water. Adjacent portals can share obsidian blocks. A nether portal cannot be built horizontally like an end portal.
Once a frame is constructed, it is activated by fire placed inside the frame. This creates portal blocks inside the frame, resembling a vortex. The fire can be placed in any manner, including use of flint and steel or a fire charge, the impact of a fireball or small fireball, a lightning strike, or natural spread of fire to flammable material adjacent to the portal. Nether portals can be activated only in the Overworld or the Nether; they cannot be activated in the End and customized dimensions.
When a portal is used by a player, if no corresponding portal within range exists in the other dimension, one is created there; see Portal search and Portal creation. There is an infinitesimal chance of failure for the corresponding portal to generate in the Nether, leaving the player trapped until death or until another portal can be constructed, either in the Nether or by another player in the Overworld.
Most entities can travel through portals, including mobs (except the wither and ender dragon), thrown items, and transportation without passengers (neither mobs nor player)[1], including boats, minecarts and horses. Unlike players, other entities travel through portals instantly, and once they reach the other side, there is a cool-down time for 300 game ticks (15 seconds), in which they cannot go through any nether portals. Therefore, an entity can only travel though nether portals again, once it is not touching any nether portal for 15 seconds. In Bedrock Edition, a parrot on the player's shoulder prevents the player from going through the portal.[2]
Zombified piglins have a chance to spawn on the bottom frame of the portal in the Overworld in Java Edition if any nether portal block above receives a block tick. In Bedrock Edition they spawn in certain squares adjacent to the portals in the Overworld, not inside them. Zombified piglins spawned in this way have a full 15-second portal cooldown, meaning they can't go through the portal they are spawned in unless they leave the portal for a while. They spawn twice as often on Normal difficulty as on Easy, and three times as often on Hard difficulty as on Easy. No other mobs can be spawned by nether portals in this way, in any dimension.
Whenever an entity is teleported through a nether portal, the chunk at the linked portal gets load ticket with load level of 30, meaning that it is fully loaded and can process entities. This load level also spreads to adjacent chunks but they get lower for each chunk. This results in 8 more fully loaded "entity ticking" chunks with gradually fewer loaded chunks further out.
These chunks remain loaded for 15 seconds but this timer gets refreshed each time the entity passes through the portal (including mobs wandering through it from either direction). This can be used to permanently load chunks, creating a "chunk loader". Permanently-loaded chunks created using chunk loaders create a considerable amount of lag.
The game then converts those coordinates into destination coordinates as above: The entry X- and Z-coordinates are multiplied by 8 if the entity is in the Nether or divided by 8 if the entity is in the overworld, while the Y-coordinate is not changed.
Starting at these destination coordinates, the game looks for all nearby portal points of interest (POI). The point of interest can be within 257257 blocks in the Overworld and 3333 blocks in the Nether[3] centered on the converted coordinate and the full map height.
If any candidate portal POI is found, then the game selects the closest one as determined by its distance in the new coordinate system (including the Y coordinate, which can cause seemingly more distant portals to be selected), and teleports the entity to the location in the new portal calculated by a special algorithm. Note that the calculated distance is Euclidean distance, not taxicab distance. The distance computation between portals in the range is a straight-line distance calculation, and the shortest path is chosen, counting the Y difference.
This way, if source and destination portals are of the same shape, have the same orientation, and no other portals are interfering with the linking, one can safely assume that entities will travel through them as if the portal frames were physically placed behind each other.
For players, if no portals exist in the search region, the game creates one, by looking for the closest suitable location to place a portal, within 16 blocks horizontally (but any distance vertically) of the player's destination coordinates. A valid location is 34 buildable blocks with air 4 high above all 12 blocks, with the long axis matching the long axis of the source portal. The closest valid position in the 3D distance is always picked.
If that fails, too, a portal is forced at the target coordinates, but with Y constrained to be between 70 and 10 less than the world height (i.e. 118 for the Nether or 246 for the Overworld). When a portal is forced in this way, a 23 platform of obsidian with air 3 high above is created at the target location, overwriting whatever might be there. This provides air space underground or a small platform if high in the air. In Bedrock Edition, these obsidian blocks are flanked by 4 more blocks of netherrack on each side, resulting in 12 blocks of platform.
If a portal is forced into water or lava, the liquid immediately flows into the generated air blocks, leaving the player with no airspace. However, a glitch can prevent this water from flowing into the portal: if the liquid would flow both vertically and horizontally into the air pocket, it instead flows only vertically, so the blocks on the platform's outer corners never become water source blocks.
tldr; What happens to the nether-portal in the nether, if you destroy the portal in the overworld? Will the portal in the nether disappear? Or will taking it spawn a new random portal in the overworld?
My buddy and I are semi-established, yes still relatively close to spawn, so in constant danger of being raided. Especially considering how we followed a pre-made nether-highway to get to where we are, others could get here too.
Now, we should probably relocate even further away from spawn, probably diagonally via. our own nether-pathway and create our own portal to ensure our safety, however I do not know much about the mechanics of the nether portal and am wondering: What happens to the nether-portal in the nether, if you destroy the portal in the overworld?
It doesn't affect the one in the Nether. Really when you reconstruct it again you teleport to the same place where you have an automatic portal. Same thing when you destroy the portal in the Nether and reconstruct it.
When a player or entity passes through a nether portal minecraft will calculate the corresponding coordinates in the other dimension. It will then search around those coordinates for a nether portal. If it finds one the player or entity will be teleported there.
If a player passes through a nether portal and an appropriate destination portal cannot be found a location will be chosen near the calculated destination coordinates and a new portal will be generated. This is unlikely* to be in the same location as the portal you destroyed. I'm not sure if this also works for entities or not.
I wanted to take some rabbits from an area of the overworld to my home base, so I pushed them through an established portal in this area that linked up to my nether hub. They went through just fine. Touched the purple and pop, gone.
I've broken the portal and remade it - that had some success. A rabbit that happened to be in the frame when I re-lit it popped through, but no others. I followed it, and the rabbit was nowhere to be found - because I had been dropped about 100ish blocks away from the overworld portal into a newly generated portal which I found odd as I'd originally made the portal in the overworld - I didn't do any nether portal relinking on either side until today. I thought it would just relink up to the original portal in the area. I broke the new overworld portal, got back to my original overworld base portal and there was the rabbit. I went through my overworld base portal, ended up back in my nether hub with the rabbits, went through again, and was back at my base portal, so the portal was fixed at least.
I'm worried that the wither skeleton farm I plan to make won't work as a result or any farms that require nether portals. Others have told me that they've noticed an issue with the portals since the update too.
Minecraft: Portal Dash is a cooperative game set in the Minecraft universe. Minecraft is a phenemonally popular video game for most platforms: PCs, Macs, and video game consoles. This game is obviously trying to capitalize on the Minecraft Intellectual Property (much like Star Wars: The Clone Wars did last week but for Star Wars).
Every round of the game starts with rolling the Bad News dice (the white dice): there are two. (I personally call them the Bad News dice to note that they are advancing the chaos and badness in the game: Minecraft: Portal Dash just calls them the white dice, or the block die and MOB die).
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