|Can generate in
A nether portal is built as a vertical, rectangular frame of obsidian (4×5 minimum, 23×23 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 or by casting it in place using lava and water. Adjacent nether portals can share obsidian blocks. It 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 ghast or blaze fireball, or natural spread of fire to flammable material adjacent to the portal. Nether portals cannot be activated in the End.
When a portal is used, if no corresponding portal within range exists in the other dimension, one is created there: see § Portal search and creation.
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. The player can step out of a portal before it completes its animation to abort the teleport. However, in Creative, there is no wait time - the player immediately transfers between dimensions. If there is already an active portal within range (about 128 blocks) in the other dimension, the player appears in that portal. Otherwise, a portal is created at or near the corresponding coordinates. If a portal is deactivated, and the matching portal in the other dimension is used before it is re-activated, a new portal may be created (unless there is another active portal within range). The usual cause for this is when the player's Nether-side portal is deactivated by a ghast, and then the player dies in the Nether, spawns and then re-enters the Nether through the Overworld-side portal. However, multiple portals can be exploited to farm obsidian.
Most entities can travel through portals, including mobs (except the wither and ender dragon), thrown items, and transportation without passengers (neither mobs nor player), including boats, minecarts and horses. Storage minecarts and powered minecarts can pass through. Note that in the Legacy Console Edition, wolves do not travel through portals after a player but can be pushed through.[verify] Thus, inter-dimensional railways are limited to cargo. Note that mobs have a much longer "cool-down" time than the player, so they can't go back for 300 game ticks (15 seconds), and during that interval they can wander or be led away from the portal. If the chunk on the other side of the portal is not loaded, entities passing through (including projectiles) are effectively held in suspended animation until the chunk is loaded.
Zombie pigmen have a chance to spawn on the bottom frame of the portal in the Overworld if any nether portal block above receives a block tick. 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.
Chunk loading and time
When a player leaves a dimension, the surrounding chunks in the origin area get unloaded, unless there's another player nearby to keep them loaded. This effectively stops time in the origin dimension, until a player returns and the chunks are reloaded. This affects all ongoing processes, including animal and plant growth, furnace smelting, brewing and even primed TNT. This also means that when dying in the Nether (and respawning in the Overworld), the player's items remain (lava and fire aside) until 5 minutes after that chunk of the Nether is loaded again.
Horizontal coordinates and distances in the Nether are proportional to the Overworld in a 1:8 ratio. That is, by moving 1 block horizontally in the Nether, players have moved the equivalent of 8 blocks on the Overworld. This does not apply to the Y-axis. Thus, for a given location (X, Y, Z) in the Overworld, the corresponding coordinates in the Nether are (floor(X ÷ 8), Y, floor(Z ÷ 8)), and conversely, for a location (X, Y, Z) in the Nether, the matching Overworld coordinates are (X × 8, Y, Z × 8).
The Java floor() method used in these conversions rounds down to the largest integer less than or equal to the argument (toward smaller positive values and toward larger negative values), so a coordinate of 29.9 rounds to 29, and one of −29.9 to −30.
Both the X and Z coordinates in this conversion are constrained to be between −29999872 and 29999872 (inclusive); this affects travel to the Overworld from the Nether at X or Z beyond ±3749984.
In the Legacy Console Edition, the ratio depends on the world size: 1:3 for classic (which includes all worlds on PS3 and Xbox 360) and small worlds, 1:6 for medium, and 1:8 for large.
Portal search and creation
Portals do not permanently "remember" what portal they are linked to in the other dimension, but instead perform the following whenever a portal is used by a player:
First, if the portal block in which the player is standing has been used recently, then it re-uses the destination that was chosen the last time; in this sense, portals do "remember" their linked pairs, but only for about 15 seconds (300 game world ticks, or 150 redstone ticks). One side effect of this behavior is that the cached destination is not validated before being re-used, so if a player travels through a portal and immediately deactivates it on the other side, other players can still follow them through for the next 60 seconds and appear at the same destination, even though there is no longer an active portal there. After 60 seconds have passed without anyone using the same origin portal, the cached destination expires.
If the player's origin portal has not been used recently, then a new destination is computed. First, the game converts the entry coordinates into destination coordinates as above: The entry X- and Z-coordinates are multiplied or divided by 8 (or 3) depending on the direction of travel, while the Y-coordinate is not changed.
Starting at these destination coordinates, the game looks for the closest active portal. It searches a bounding area of 128 horizontal blocks from the player, and the full map height (128 for the Nether, 256 for the Overworld). This gives a search area of 257 blocks by 257 blocks, at the full height of the dimension being traveled to.
An active portal for this purpose is defined as a portal block that does not have another portal block below it; thus, only the lowest portal blocks in the obsidian frame are considered. A single portal block generated in and placed using server commands would be a valid location.
If a candidate portal is found, then the portal teleports the player to the closest one as determined by the distance in the new coordinate system (including the Y coordinate, which can cause seemingly more distant portals to be selected). Note that this is Euclidean distance, not taxicab distance. The distance computation between portals in range is a straight-line distance calculation, and the shortest path is chosen, counting the Y difference.
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 3×4 buildable blocks with air 4 high above all 12 blocks. When enough space is available, the orientation of the portal is random. The closest valid position in the 3D distance is always picked.
A valid location exactly 3 wide in the shorter dimension may sometimes not be found, as the check for a point fails if the first tried orientation wants that dimension to be 4 wide. This is likely a bug.
If the first check for valid locations fails entirely, the check is redone looking for a 1×4 expanse of buildable blocks with air 4 high above each.
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 2×3 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.
Because the Nether is limited to 128 high, the search algorithm neither finds nor creates portals at or above Y=128 in the Nether. Therefore, for a portal in the Nether to be found, its lowest portal block must be at or below 127. Any portal blocks above that are ignored by the algorithm. Portals may be found or created above Y=128 in the Overworld if there are no closer portals or valid locations.
Once coordinates are chosen, a portal (always 4×5 and including the corners) including portal blocks is constructed at the target coordinates, replacing anything in the way.
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 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.
|Sound||Subtitle||Namespaced ID||Subtitle ID||Source||Pitch||Volume||Attenuation distance|
||(Plays when standing in portal)||?||?||?||16|
||(Plays when loading dimension)||?||?||?||16|
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Into The Nether||Build a portal to the Nether||Light a nether portal.||Yes||PS3||Yes||Yes||40G||Silver|
|Icon||Advancement||In-game description||Parent||Actual requirements (if different)||Namespaced ID|
|We Need to Go Deeper||Build, light and enter a Nether Portal||Ice Bucket Challenge||Enter the Nether dimension.|
|Nether||Bring summer clothes||—||Enter the Nether dimension.|
|This page would benefit from the addition of more images.|
Please remove this notice once you've added suitable images to the article.
The specific instructions are: Nether portals (and nether portal blocks as the pages share histories) during "preview", Beta 1.9 Prerelease 4 nether portals (and nether portal block) and Texture Update nether portals (and nether portal block).
|Java Edition Alpha|
|v1.2.0||October 4, 2010||A poster on Notch's blog announced a new "hell world," and hinted that it would utilize portals for fast travels.|
|October 22, 2010||Originally, ghasts were intended to spawn from Nether portals (referred to as "gates") in the Overworld. However, this ability has not yet been implemented.|
|October 29, 2010||Notch sent a preview of the Halloween Update to two gaming companies; their articles detailed the usage of nether portals, used for entering what was then known as "the Slip".|
|preview||Added nether portals.|
|v1.2.2a||The player can now create a nether portal by pressing F4 (presumably a developer testing function).|
|v1.2.2b||The F4 cheat has now been removed from nether portals.|
|Java Edition Beta|
|1.6||?||Before this, nether portals could be created in multiplayer servers, but did not function to teleport players to The Nether, thus multiplayer servers required modding to access the Nether. Now, nether portals work in multiplayer.|
|1.0.0||?||It is now possible to smash nether portals by simply punching them.|
|Beta 1.9 Prerelease 4||The nether portal has now been changed, having a slightly darker look.|
|?||It is no longer possible to deactivate nether portals 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.|
|1.2.1||12w08a||The player can now (again) smash a nether portal in creative by punching it. It makes the same sound as glass being destroyed.|
|?||The Overworld's height limit has now been raised to 256, but portals from the Nether can not find portals above Y=128.|
|12w22a||Zombie pigmen now rarely spawn from nether portals in the Overworld.|
|?||Portals from the Nether now search the entire height of the Overworld.|
|1.4.2||12w34a||Entities can now travel through portals.|
|12w38a||The Nether now loads faster when traveling through a nether portal in survival mode and loads immediately when in creative mode.|
|1.5||13w02a||Nether portals now use the following textures in resource packs: |
|1.7.2||September 11, 2013||Dinnerbone releases images of larger and different shaped nether portals, also mentions the ability to light a portal from any block, not just the bottom row.
|13w37a||Portals can now be activated from any block within the portal, not just the bottom (when any fire block appears inside the frame).|
|There are now new nether portal building rules: portals can now be built at a minimum of 4×5, and a maximum of 23×23.|
|Nether portals now use block data values (later changed to block state) to determine their orientation. Old portals created in 1.6.4 and earlier have a tendency to close when upgrading.|
|13w41a||[Nether portals, water and ice are now visible through each other.|
|1.8||14w25a||The item form of the nether portal block has now been removed from the game. It can no longer exist in inventories, only as a block in the world.|
|1.9||16w02a||Nether portals now play |
|15w49a||The wither and ender dragon can no longer travel through nether portals.|
|1.13||17w47a||Prior to The Flattening, this block's numeral ID was 90.|
|pre5||The block id of nether portals has now been changed to |
|Pocket Edition Alpha|
|0.12.1||build 1||Added nether portals.|
|Nether portals can be built at a minimum of 4×5, and a maximum of 23×23.|
|?||The sounds of nether portals have now been updated to match Java.|
|Legacy Console Edition|
|TU1||CU1||1.0||Patch 1||Added nether portals.|
|TU31||CU19||1.22||Patch 3||There are now new nether portal building rules: Any rectangular shape from 4×5 to 23×23.|
|If the nether portal in the Nether is big enough, ghasts can now travel through.|
|Nether portals can now be activated by any fire block within the frame.|
A zombie pigman wandered through a Nether portal and into the Overworld.
- Portals can be placed together in a tunnel-like fashion (e.g. pretend wormhole), though it appears as if the third portal is lit as the first two in a row mimic glass. If more than six portals are connected, the inner portals are completely invisible while in the portal tunnel, however, the particle effects can still be seen throughout. These connected portals also share the 4 second countdown until teleportation, so as long as the player is within a connected portal, they are sent to another dimension.
- The player cannot enter their inventory while standing in an active portal, however, they are allowed to scroll through their hotbar and place blocks (This can be very difficult due to the nether portal animation).
- There is a splash referencing the Nether Portal. It says "Slow acting portals!".
- If the player enters a portal in Legacy Console Edition, then pause the game once the Nether is generated with the swirling effect still on-screen, the effect stays on-screen.[verify]
- If there is no location on the ground that can support portals, a portal generates in the air, with a ledge on either side of the portal. It is also possible for a portal to generate inside netherrack, therefore cutting out a small chamber.
- The player cannot chat while standing inside an active portal.
- A LEGO Nether Portal was included in the LEGO Minecraft Set: "The Nether".
- 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 products: the Minecraft USB Desktop Nether Portal.
- "@BlakesAwesome No it doesn't" – @jeb_, April 1, 2011
- "Bunch of other small tweaks to them too; you can light a portal from any block, not just the bottom row. Good for automatic on/off toggling" – @Dinnerbone, September 11, 2013