Nether portal

The  Nether Portal was part of the October 31st, 2010 Halloween Update. It consists of a frame of Obsidian, four blocks wide, by five blocks tall. The corners of the frame are not required, and only serve an aesthetic purpose. Once the frame is constructed, the player then sets the space inside the frame on fire, using a flint and steel, fire charge or Lava and a flammable block. This creates 6 portal blocks inside the frame, resembling a vortex. While a Nether portal frame can be built in The End, it CANNOT be lit/activated. Note: if built incorrectly, e.g. with the wrong dimensions, the blocks will ignite, and you will not be able to activate the portal.

Behavior






When the player stands in a Nether portal block for 4 seconds, the player is taken to The Nether. The player can step out of a portal before it completes its animation to abort the teleport. A portal will also be created in the place where you enter The Nether, which you can again enter to be returned to the normal world. Building multiple portals in the overworld within a certain proximity will all lead to the same portal in The Nether, and the same thing happens vice versa.

The purple portal blocks emit light of level 11, which is less powerful than a Torch, but more powerful than glowing Redstone Ore. Like Bedrock, portal blocks cannot be broken by tools; however, they are destroyed by even weak explosions. It only takes one block of portal to teleport to The Nether. Through the use of an inventory hack or the pick block button in Creative, you can place these portal blocks anywhere, but when a non-portal, non-obsidian block is set down adjacent to it, it will remove itself. The ambient portal music can always be heard from these modded blocks, even without an obsidian frame.

TNT, an exploding Bed, a Ghast's fireball explosion or an exploding Creeper can also disable a portal, but cannot destroy the surrounding Obsidian. In versions before 1.0.0, portals would also be deactivated if water or lava flowed through the frame. Since 1.0.0, this is no longer possible; however, a bucket of water dropped inside the frame of an active portal will deactivate it. It is possible to "re-ignite" portals by setting the space inside the frame on fire once again. It is also possible to activate a portal in The Nether by using an exploding Bed, as this will spread random fires and have a chance of igniting the portal. Contrary to popular belief, a fire lit next to a portal cannot deactivate it. This statement was probably due to ghasts' fireballs disabling them. If a portal is deactivated, and the player dies without activating it again, the next time they enter the Nether, a new portal will be created.

The purple portal-interior blocks always occur in groups of six filling the obsidian frame, but if a single portal block is edited in and placed on the ground, it can still be used to travel to the Nether.

When you go into or near a nether portal it makes sounds resembling screeches and other unusual sound effects, and emits things that look like purple snowflakes (which are the same purple particles that emit from Endermen).

In 1.3.1, Zombie Pigmen sometimes spawn near portals in the overworld.

Linkage between Overworld and Nether


The Nether is proportional to the Overworld in the 1:8 ratio (1:3 in Xbox 360 version) in terms of horizontal distances. By moving 1 block horizontally in the Nether, players have moved the equivalent of 8 blocks on the Overworld. This does not apply on the Y-axis, despite the Nether having only 128 layers. Portals do not "remember" what portal they are linked to in the other world, but instead perform the following whenever a portal is used by a player:


 * 1) Calculate the destination coordinates based on the entry coordinates by flooring the X- and Z-coordinates (Java floor method the largest integer less than or equal to the argument, so an X- or Z-coordinate of -29.5 becomes -30, not -29), then multiplying or dividing them by 8 depending on direction of travel. The Y-coordinate is not modified. This translation can be represented by the following pseudocode:  {X, Y, Z} → {floor(X) &times;/÷ 8, Y, floor(Z) &times;/÷ 8}  Note that in the XBox 360 version, the ratio is 3 instead of 8 because of the world size limitations.
 * 2) At destination, the game looks for the closest active portal block within a 128-block "radius" (actually, a maximum distance along a horizontal axis) of the player (257 &times; 257 &times; 128 tall box volume centered horizontally on destination coordinate). An active portal is defined as a portal block that does not have another portal block below it, thus only the 2 lowest portal blocks in the obsidian frame are considered. If one exists, teleport the player to the closest one as determined by a 3D distance in the new coordinate system (including the Y coordinate, which can cause seemingly more distant portals to be selected).  Only the coordinates 0-127 on the vertical Y-axis is searched, even for new worlds with high limits larger than 127 after patch 1.20, so the search algorithm will not find any portals created above Y=128.
 * 3) If no active portal blocks exists in the above search region, the game creates one by looking for the closest possible valid position within a 16-block "radius" column (33 &times; 33 &times; 128 tall box volume centered horizontally on the destination coordinate) that has enough space to spawn a portal and is on solid ground. The game prefers to create the exit portal with the same facing orientation as the entry portal, but will check the other 3 directions as well. Regardless of orientation, the closest valid position in 3D distance is always picked.  Only the coordinates 0-127 on the vertical Y-axis is searched, even for new worlds with high limits larger than 127 after patch 1.20, so the search algorithm will not build any portals above Y=128.
 * 4) And if there are no valid spawn locations within the spawn region above, the game will finally create a portal at the destination coordinate (and clamp the Y-coordinate to between 70 and 118), converting any blocks (including air blocks) in the way into a portal. Such a portal has 4 extra obsidian blocks placed on both sides of the portal to prevent the player from falling.

This is described in more detail at http://www.minecraftforum.net/topic/345806-nether-portal-science/.

Implications



 * Likelihood of 2 overworld portals linking to the same Nether portal - Normal World portals that are within 1024 distance of each other on both X and Z axis are almost always going to link to the same Nether realm portal on initial construction because 1024 translates to a distance of 128 in the Nether Realm, and the game checks for existing Portals within 128 "radius" around the destination (the 257x257x128 box).

A less precise method would be to temporarily deactivate all portals within a 128 block "radius" from within The Nether. Through death or with the aid of a second player, entering a new portal from the Normal World will force the creation of a new portal within the Nether which the Normal World portal should prefer. This is not recommended as it limits how close Normal World portals can be placed due to the Zone of exclusions and can lead to unpredictable placement of the resulting portal.
 * Pairing portals - To setup pairs of Nether portals properly so that they reliably travel to each other, it is best to build both portals manually. Build at desired location X,Y,Z in the Normal World. Then travel to the Nether World. And then dig your way to X/8, Y, Z/8, and build a portal there.

If you wish to ensure that two portals link together, manually build portals as close as possible in all 3 coordinate axes. It doesn't have to be exact, or even all that close, if the player ensures that no other portals will be constructed in the exclusion zone created by the difference.
 * Zones of exclusion - The Nether portal spawning algorithm can only spawn portals that are within a 33x33 block column centered on the destination. This will often cause it to spawn a portal at a location significantly different than the corresponding location in the other world. The larger the distance between two linked portals, the larger the zone of exclusion. This zone is the area in each world where you cannot build another portal without breaking the link between the first two portals. One way to think of this zone is as spheres around each portal, each of a true radius equal to its distance to the other. For example, if the Normal world portal was at (0,50,0) and the Nether portal at (0,100,0), then each portal is 50 meters away from the other. In this (simple) case, if a Nether portal was built closer than 50 meters to (0,50,0), then the Normal World portal will now link to it.


 * 1-way long distance teleport - The portal choosing algorithm can be used for long distance travel by manual construction at carefully selected coordinates. If the player has a Portal in Normal world at (0,64,0) but makes a Nether Portal at (127,64,127) with its perfect Normal World pair at (1016, 64, 1016), then the portal at (0,64,0) will go to the Nether Portal correctly (1-way trip) because it is the only portal available within the 128 search distance along X and Z horizontal axes of the expected Nether portal position of (0,64,0). In about 15 seconds, the player can then travel 1436 meters in the Normal World. This specific form of fast travel by Portal is one-way, since the Nether portal will not find this Normal World portal. Given that a railway in the nether would need to span only 180 meters to go this distance, it is usually not worth making such portal links. However, it is theoretically possible to make a one-way ring of portals, with each Normal World to Nether jump going a long distance, but such a ring would easily be disrupted due to the huge exclusion zones created.


 * Non-exploit water ladder replacement. - The Nether Portal is an also entirely viable, two-way replacement for the water or conventional ladder.


 * 2-in-1 Nether Portals - It is possible to end up in a situation where a Nether Portal "randomly" places the player in 1 of 2 possible Normal World destination portals. This is simply because the Nether Portal has two effective coordinates as it is 2 blocks wide, say (X, Y, Z) on the left, and (X+1, Y, Z) on the right. If the player entered on the left side, (X, Y, Z) translates to (X*8, Y, Z*8) in the overworld and the game picks the portal closest to that. If the player entered on the right side, (X+1, Y, Z) translates to (X*8+8, Y, Z*8) and the game picks a portal closest to that point instead. This situation occurs when the Nether Portal's location is roughly equidistant between the 2 Normal World portals (within 8 blocks overworld distance difference). However, building 2 Nether Portals side by side is probably better for destination clarity than building a 2-in-1 portal. It is possible to span distances with pairs of portals in this way, though normally faster to simply walk through the Nether.


 * Spawning a portal in the air - It is possible for a destination portal (either in the Nether or in the Overworld) to spawn floating in the air. If your portal spawns in the air, it will generate a 1x2x1 obsidian platform in the front and back of the portal. This can only occur if there is no possible spawn location in the entire 33x33x128 column of search region to find a suitable spot to place a fresh new portal AND there are no existing portals within the 128 block "radius" to link to.


 * Obsidian generation - You can set an overworld portal to link to a Nether portal but not vice versa, by offsetting the two portals so that the Nether portal is farther than 16 away in X or Z in Nether coordinates. This type of connection can be used to generate unlimited obsidian for mining. Leaving the Nether portal will create a new portal in the overworld. Destroy this portal by mining it, return to the original overworld portal, and travel to and from the Nether again to create another new portal. Advantages include being able to mine above ground and with no danger from lava.

As of the 1.2 update, there is a confirmed bug in which the "portal search" performed during travel back from the nether will not find any overworld portal above a height of 128. Thus, it is not possible to travel back to the overworld and land at a portal which is above y = 128. The same behavior also applies with portals in the nether above a height of 128.

Trivia

 * Prior to the Alpha 1.2.0 release, Notch suggested it would be possible for Ghasts to rarely appear in the Overworld near a portal, but Jeb later stated that the feature has not been implemented . However, in snapshot 12w22a, Zombie Pigmen rarely spawn near Nether Portals.
 * If you warp from world to world, the direction you are facing is maintained (i.e. if you were facing east on the overworld and you warped to the Nether, you would still be facing east in the Nether). Also, if you enter a portal while flying in Creative, you will still be flying after you warp.
 * An automatically generated portal may be built at a 90 degree angle to the one you entered.
 * Even when a portal is built with only 10 blocks of Obsidian (by leaving out the corners), the portal frame spawned on the other side will have the full 14 blocks. You can then again harvest the four obsidian blocks on the corners of that portal, making obsidian a fairly renewable resource.
 * If you run out of Flint and Steel and disable all of your portals while in The Nether, it is still possible to reactivate a portal by having a Ghast's fireball hit the portal instead of you. Conversely, an active portal hit by a Ghast's fireball will be deactivated.
 * If you throw a snowball at an active portal's inside, it will break when it hits; treating it like a solid block.
 * When you look through an activated portal with water behind it, the water will not be visible which will make squid easier to see. Likewise, if you look through a portal with water in front of it, the portal blocks will be invisible.
 * Portal blocks are also invisible if they are looked at from behind another portal block, mimicking glass.
 * Portal blocks cannot be moved by Pistons.
 * If TNT is struck with Flint and Steel before a player enters a portal, but does not explode, then the TNT will explode upon the player's return to the Overworld. Likewise, furnace burning and redstone circuitry is suspended while in the Nether, and vice-versa.
 * If a mob from the real world enters a portal, they will float in the portal as if it was water. Mobs cannot use portals to teleport to the Nether.
 * If the game crashes while traveling through a portal, then your inventory will be deleted and you will be re-spawned at your spawn point.
 * If you die while within a portal block (e.g. by fire), the items from your death will spawn at your main portal. (This is the one that you warp back through in the Overworld. This only applies if you have more than one Overworld portal linking to the same Nether portal.)
 * You can travel to the nether via a portal block placed on any tile using an inventory editor.
 * The sound emitted by the portal decreases in volume and frequency with the distance from the portal, and appears to fade entirely with at least 15 blocks between the player and a portal block along any axis. The effect is radial.
 * In order to deactivate a portal without destroying it, one used to be able to pour a bucket of water or lava next to the portal, so that the liquid flowed into it. Water was only viable in the overworld, but lava would work to shut down portals in either world. While this function was removed in 1.0.0, placing a water source block inside the portal frame will still deactivate the portal.
 * Portals cannot be placed next to each other. This means you cannot create two portals adjacent to each other and have both lit up, which in turn means you cannot create a really long tunnel of portals for custom maps (e.g. pretend wormholes).
 * You cannot pause the game while entering a portal by pressing the pause button, however selecting another window (i.e. alt+tab) will pause the game.
 * In 1.8's Creative mode, the portal block can be broken like any other block. Upon shattering, it emits a glass sound.
 * Portals can be created without mining obsidian and only mining four iron ingots and flint. The ingots can be crafted into a bucket so that lava can be placed in select locations within falling water and create a portal, though it is simpler to place the lava underwater and use a block such as Dirt to remove water from the area. The last ingot is used for the flint and steel.
 * When the pre-travel swirling animation in happening when in a portal, you break blocks at the same speed as if you were in water.
 * As of the 1.1 release, you still cannot activate nether portals in The End.
 * Sometimes, due to the linkage mechanics, you can teleport to the Nether and teleport back in a completely natural underground portal.
 * If you put four portals in a square formation, they will light up and work, but the formation causes some type of bug so you cannot take things out of your inventory. If you try to place objects in your inventory, they will become stacks of 64 and not just one, or however many you wanted to place.
 * If a dispenser fires a fire charge through an activated Nether portal, the fire charge will disappear on contact with the portal block.
 * Since the portal only has to be ignited by the player and the obsidian can be formed in any way, the player can "case mold" a portal shape without using a diamond pickaxe by building a mold layer by layer, filling the mold with lava, and pouring water on top. This works best near a lava lake.
 * There is a nether portal inside the minecraft sign on the Xbox 360 Tutorial world.

Media

 * On 29 October 2010 PC Gamer released this video, showing a portal being constructed and used.
 * On 1 April 2011 Think Geek released this video to advertise one of their annual fake April Fools product the Minecraft USB Desktop Nether Portal.