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Nether Portal
Nether Portal (EW).gif
Renewable

Yes

Stackable

Yes (64) ‌[BE only]

Tool

None

Blast resistance

0

Hardness

-1

Luminant

Yes (11)

Transparent

Yes

Flammable

Yes

Catches fire from lava

No

The Nether portal block is the translucent part of the Nether portal that teleports the player to and from the Nether.

Obtaining[]

Nether Portal (block) can not be obtained as an item even by using the /give command.

The Nether portal block can be placed using commands such as /setblock and is generated when lighting a Nether portal.

Usage[]

See also: Nether portal

Nether portal blocks can stably exist only within a Nether portal structure, unlike end portal blocks. When the block is updated and detects it is not part of such a structure, it is destroyed.

Nether portal blocks can be used to teleport entities between the Nether and the Overworld. When a player in the Overworld or the Nether stands in a Nether portal block for 4 seconds, the player is taken to the other dimension. While in the Nether portal block, the player can neither open their inventory, nor interact with blocks with GUI. The player can step out of a portal before it completes its animation to abort the teleport. However, in Creative mode there is no wait time—the player immediately transfers between dimensions. If there is already an active portal within range (125 blocks) in the other world, the player appears in that portal. Otherwise, a portal is created at or near the corresponding coordinates. If a single portal block is placed using commands, it can still be used to travel to the Nether.

Nether portal blocks make distinctive sounds, and emit the same purple particles produced by endermen, endermites and ender chests. Portal blocks emit a light level of 11, dimmer than a torch and insufficient to prevent hostile mob spawning above the top obsidian‌[until JE 1.18] (the light level would be 7).

Falling block entities can be teleported through a portal, but a piston cannot push a block through.

Much like water or lava, portal blocks cannot be broken by tools except in Creative. However, portal blocks can be destroyed by explosions (even weak ones) and can be replaced by placing water or lava sources in the same block (can also be done by dispensers). If any portal block is destroyed, the whole portal is deactivated as adjacent portal blocks are updated and detect that the portal structure is no longer complete.

While Nether portals themselves cannot be lit in the end, a portal block set in The End and in custom dimensions behaves exactly like in the Overworld, calculating coordinates in the Nether with the same 1:8 ratio. They teleport players to the Nether in Java Edition, and to the Overworld in Bedrock Edition.

Piston interactivity[]

Nether portal blocks cannot be pushed by pistons. They also cannot be pushed or pulled by sticky pistons.

Sounds[]

Generic[]

Java Edition:

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Block brokenBlocksOnce the block has brokenblock.glass.breaksubtitles.block.generic.break1.00.816
None[sound 1]BlocksFalling on the block with fall damageblock.glass.fallNone[sound 1]0.50.7516
Block breakingBlocksWhile the block is in the process of being brokenblock.glass.hitsubtitles.block.generic.hit0.250.516
Block placedBlocksWhen the block is placedblock.glass.placesubtitles.block.generic.place1.00.816
FootstepsBlocksWalking on the blockblock.glass.stepsubtitles.block.generic.footsteps0.151.016
  1. a b MC-177082

Bedrock Edition: [needs in-game testing]

SoundSourceDescriptionResource locationVolumePitch
?BlocksOnce the block has brokendig.glass?0.8
?BlocksFalling on the block with fall damagefall.glass??
?BlocksWhile the block is in the process of being brokenhit.glass?0.5
?BlocksJumping from the blockjump.glass??
?BlocksFalling on the block without fall damageland.glass??
?BlocksWalking on the blockstep.glass??
?BlocksWhen the block is placeduse.glass?0.8


Unique[]

Java Edition:

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Portal whooshes[sound 1]BlocksRandomblock.portal.ambient[sound 2]subtitles.block.portal.ambient[sound 2]??10
None[sound 3]Ambient/EnvironmentAfter being teleported throughblock.portal.travel[sound 2]None[sound 3]??16
Portal noise intensifies[sound 1]Ambient/EnvironmentStanding in the portalblock.portal.trigger[sound 2]subtitles.block.portal.trigger??16
  1. a b The subtitle refers to it generically as a portal rather than specifically a Nether portal: see MC-218020
  2. a b c d The sound event and translation string still refers to this generically as "portal", despite the block being renamed to "nether_portal" in 1.13; see also the bug tracker ticket on this
  3. a b MC-184622

Data values[]

ID[]

Java Edition:

NameResource locationBlock tags (JE)FormTranslation key
Nether Portalnether_portalhoglin_repellents
portals
Blockblock.minecraft.nether_portal

Bedrock Edition:

NameResource locationNumeric ID FormTranslation key
Nether Portalportal90Blocktile.portal.name

Metadata[]

See also: Data values

In Bedrock Edition, the Nether portal uses the following data values:

DV Description
0 (unused)
1 The portal's long edge runs east–west.
2 The portal's long edge runs north-south.

Block states[]

See also: Block states

Java Edition:

Name Default value Allowed values Description
axisx xThe portal's long edge runs east–west.
zThe portal's long edge runs north–south.

Bedrock Edition:

Name Default value Allowed values Description
axisx unknown[check the code]
xThe portal's long edge runs east–west.
zThe portal's long edge runs north–south.


History[]

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The specific instructions are: May have been way lighter in Pocket Edition: =3m27s
Java Edition Alpha
v1.2.0preview32px Nether Portal (EW) JE1.png Added the Nether portal block.
Java Edition Beta
1.6Test Build 3Nether Portal (NS) JE2.png Nether Portal (EW) JE2.png Nether portal blocks no longer have a top face.
Java Edition
1.0.0?It is now possible to smash Nether portals by simply punching them.
?It is no longer possible to break portal blocks with water or lava. Both stop before hitting the portal and act as if the portal were a solid block; placing water instead of fire in the portal automatically deactivates the portal anyway.
1.2.112w08aThe player can now (again) break a block portal in creative by punching it. It makes the same sound as glass being destroyed.
1.3.112w22aZombie pigmen now rarely spawn from portal blocks in the Overworld.
1.513w02aNether portal blocks now use the texture in resource packs: textures/blocks/portal.png.
1.7.213w37aNether portal blocks now use block data values (later changed to block state) to determine their orientation. Due to these changes, Nether portals created in 1.6.4 and earlier have a tendency to close when upgrading.
Metadata value 1 corresponds to a portal that reaches the west and east sides of the block, and 2 corresponds to one that touches the north and south sides. 0, 3, 4, 6, 7, 8, 10, 11, 12, 14 and 15 also appear as north/south and 5, 9 and 13 as east/west, however they appear to be unused.
13w37bNether Portal (unconnected) JE1.png Nether portal blocks with damage value 3, 7, 11 and 15 now have a vertical post appearance rather than the pane or sheet appearance of other states.
13w41aNether portals, water and ice are now visible through each other.
Nether Portal (unconnected) JE2.png Nether Portal (NS) JE3.png Nether Portal (EW) JE3.png This also makes the rear planes visible from the front planes.
13w42aNether Portal (unconnected) JE3.png Nether Portal (NS) JE4.png Nether Portal (EW) JE4.png Nether portals no longer show their back face.
1.814w03aNether portal blocks with data values 3, 7, 11 and 15 now appear as north-south connected again.
14w18aNether Portal (NS) JE5.png Nether Portal (EW) JE5.png Nether portals no longer have side faces.
14w25aThe item form of the nether portal block has been removed from the game. It can no longer exist in inventories, only as a block in the world.
1.1317w47aPrior to The Flattening, this block's numeral ID was 90.
pre5The block ID of Nether portals has been changed to nether_portal.
1.1620w14aHoglins are now scared of Nether portal blocks.
Pre-release 3Nether portal blocks now have a loot table.[1]
Pocket Edition Alpha
v0.12.1build 1Nether Portal (EW) BE.png[verify] Added Nether portal blocks.
?The sounds of nether portals have been updated to match Java.
Legacy Console Edition
TU1CU1 1.0 Patch 11.0.1Nether Portal (EW) JE2.png[verify] Added Nether portal blocks.

Nether portal "item"[]

The following content is transcluded from Technical blocks/Nether Portal.
Java Edition Alpha
v1.2.0previewNether portals have an unobtainable item form corresponding to its block ID. It can be obtained via inventory editors with numeric item ID 90.
When placed, nether portal blocks will always be in the east-west position. Further updates to the block will result in instantaneous deletion.
Java Edition Beta
1.6Test Build 3Nether portal items can be obtained from the newly added debug chests, mainly from the 5th slot of the 4th chest from the left, and the 16th slot of the 7th chest from the left.
releaseDebug chests no longer spawn, preventing Nether portal items from being obtained this way.
1.8Pre-release 2 ;)Added pick block functionality. This will change the currently selected slot to any containing a nether portal item, but will not allow it to be obtained if not already in the hotbar.
Java Edition
1.2.5preNether portal items can now be obtained via Pick Block in creative.
1.3.112w16aNether portal items can now be obtained in singleplayer worlds via the /give command using the respective numeric ID.
12w17aNether portals can no longer be obtained with pick block in Creative.
12w18aLikely due to the server split in this version, nether portal blocks now take a frame to disappear when updated. As a result, when two nether portal blocks are placed next to each other horizontally with the item, they can be seen to connect.
1.814w25aThe direct item form of Nether portals has been removed from the game. It can no longer exist as an item in any way, only as a placed block.
Pocket Edition Alpha
?Nether portals exist as an item.
Unknown
?Nether portal blocks, when placed with this item, while always facing a single direction by default, would rotate accordingly if placed next to an existing nether portal block to connect with it.[2]
?Nether portal blocks no longer align with other placed nether portal blocks and instantly disappear, unless the only surrounding locks are nether portals, air, and/or obsidian.

Appearances[]

Java Edition Alpha
v1.2.0previewNether portal items have an unstable item model which changes depending on blocks which are targeted or in loaded chunks. It uses this model in inventories, when held in first or third person view or as a dropped item.
Nether Portal (inventory) (NESW) JE1.png Initially the Nether portal item would appear as a full cube like many other blocks, but targeting an existing portal block would cause the item to morph into its shape: Nether Portal (inventory) (NS) JE1.png Nether Portal (inventory) (EW) JE1.png
Having an existing nether portal block within loaded chunks also appears to influence the shape of the nether portal item. For example, if no existing blocks are loaded, the item may appear in its full cube state, but loading a chunk containing an north-south oriented nether portal will result in the item automatically becoming north-south.
Java Edition Beta
1.6Test Build 3Nether Portal (inventory) (NS) JE2.png Nether Portal (inventory) (EW) JE2.png Nether Portal (inventory) (NESW) JE2.png Block items have changed in this version to be brighter and rotated 90 degrees clockwise from their prior appearances. The "pane" appearence shapes can be seen to have been inverted as a result, with east-west oriented how north-south was previously and vice versa.
1.8Pre-releaseNether Portal (inventory) (NS) JE3.png Nether Portal (inventory) (EW) JE3.png Nether Portal (inventory) (NESW) JE3.png Block items are now far brighter than before.
Java Edition
1.0.0RC2Nether Portal (inventory) (NS) JE4.png Nether Portal (inventory) (EW) JE4.png Nether Portal (inventory) (NESW) JE4.png Block items are now more shaded again.
1.3.112w22aNether Portal (inventory) (NS) JE5.png Nether Portal (inventory) (EW) JE5.png Nether Portal (inventory) (NESW) JE5.png Block items have been rotated back to their pre-Beta 1.6 orientations.
1.4.212w34aNether Portal (inventory) (NS) JE6.png Nether Portal (inventory) (EW) JE6.png Nether Portal (inventory) (NESW) JE6.png Block items have been brightened to an almost unnoticable degree.
1.7.213w37bNether Portal (inventory) (unconnected) JE1.png With the addition of post-shaped nether portals, the item can take on this shape as well.
13w42aNether Portal (inventory) (unconnected) JE2.png Nether Portal (inventory) (NS) JE7.png Nether Portal (inventory) (EW) JE7.png Nether Portal (inventory) (NESW) JE7.png Nether portal items now appear translucent in the inventory. As a dropped item, in a player's hand, or in an item frame, they still appear opaque.
13w42bNether portal items now appear translucent when dropped or in an item frame.
1.7.413w47aNether portal items now appear translucent when held, in both first person and third person.
1.814w18aNether Portal (texture) JE2-a1.png The Nether portal item form is now 2D.
Bedrock Edition
?Nether Portal (inventory) BE.png The nether portal item looks like this, and does not shapeshift in response to existing blocks.

Names[]

Java Edition

Item names did not exist prior to Beta 1.0.

  • Beta 1.0 - 14w25b: Portal
Bedrock Edition
  •  ? - ?: Portal

Texture generation prior to Java Edition 13w02a and Bedrock Edition v0.15.0[]

Due to the large number of Atan2 and Sine operations, all of the animation frames for the portal block are generated once at-startup, with each frame's data being stored in an array of all the frames.

To generate a frame of the Nether portal animation:

   Assume width = 16, height = 16, and frame_count = 32. Additionally, assume {hw, hh} = {width / 2, height / 2}, rounding down.
   for every frame, with frame_index being the iterator:
       for every pixel, with {x, y} being the iterators:
           let float n = 0
           
           // we repeat this twice to create two spirals. one rotating clockwise and another offset
           // to the top right of our position that rotates anti-clockwise. This is so the texture can
           // tile reasonably well (at this low resolution).
           
           repeat twice, with i being the iteration:
               let floats {spiral_x, spiral_y} = ({x, y} - (i * {hw, hh})) / {w, h} * 2.
               if {spiral_x, spiral_y} is less than -1, add 2. If greater or equal to 1, subtract 2
               
               let float mag = power(spiral_x, 2) + power(spiral_y, 2)
               
               let float out_spiral = atan2(spiral_y, spiral_x)
               
               // Normalize the frame's index into a 0-1 range, and then into an angle from 0-360 (as radians)
               // Mag is subtracted from this equation to cause the spiral arms to constrict with distance from the centre
               // (i * 2 - 1) will multiply out_spiral by -1 if i is 1.
               out_spiral += ((frame_index / frame_count * PI * 2) - (mag * 10) + (i * 2)) * (i * 2 - 1)
               
               // this will bring the results of the sine operation into the range of 0 to 1 rather than -1 to 1
               out_spiral = sin(out_spiral) * 0.5 + 0.5
               
               // make the intensity of the spiral's arms diminish with distance from the centre.
               out_spiral /= mag + 1
               
               // since we're generating two spirals, we divide by 2 so that the final range is 0 to 1 instead of 0 to 2.
               n += spiral / 2
           
           // make the spirals shimmer slightly at random
           n += random(0.0, 1.0) * 0.1
           
           let byte r = floor(n * n * 200 + 55)
           let byte g = floor(power(n, 4) * 255)
           let byte b = floor(n * 100 + 155)
           let byte a = b
           
           frames[frame_index].frame_data.rgba at {x, y} = {r, g, b, a}

Note that Minecraft performs almost all of its color calculations in linear space, and only applies gamma correction near the end of rendering. If your Nether portal's colors appear to be off, apply a gamma correction of 2.2.

Issues[]

Issues relating to "Nether Portal (block)" are maintained on the bug tracker. Report issues there.

References[]


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