![]() ![]() Most likely, the 16-block rule was changed, but never mentioned. But if that was true, nobody would ever get dumped in the wilderness. All sources say that the game will spawn up to 16 blocks away in the Nether, and then search up to 128 blocks away in the Overworld on the return trip. I've pasted my explanation to a text file, and sometimes I'll bother to put it in a thread, but I'm done arguing.ĮDIT: I just finished reading that thread and several other sources, and they must be wrong. And there is nothing we can do about that. And 11 other kids are going to tell them they're glitched and Mojang doesnt care enough to fix it. He's going to make a brand new thread, complaining that his portals are broken. And he's going to come in here and not read this thread, or any of the other ones. Next week, some kid is going to get dumped in the wilderness by his portal. To learn more, check out this Nether Portal Science thread posted by Xinhuan. Just because you don't understand something doesn't mean it's broken. I hate when people call this a "bug" just because they don't understand how it works. It's not a "bug" at all, it's a perfectly logical and predictable extension of how we know portals to work already. A system to link portals may be good solution. ![]() Notch made portals not just create themselves in the exact spot and replace blocks, because then if someone made a portal and traveled through it and it was in your house you may suddenly have a section of your house destroyed by a portal. Hopefully at some point they will adapt the code a bit to make it a little more user friendly, but I'm not quite sure what a good solution would be. 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). 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. ![]() This translation can be represented by the following pseudocode:Īt 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 × 257 × 128 tall box volume centered horizontally on destination coordinate). 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:Ĭalculate 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. ![]()
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