its kind of annoying when you and your friends build near each other and your nether portals get messed up it would be cool if you could still share a nether location but have it so that the portal you enter through you also exit through so you dont always come through the wrong portal
Last I checked nether portals can be unlinked if the one inside the nether one is linked to is broken or deactivated.
Nether portals can be separated in their nether location if the one in the overworld is at a sufficient distance away from the original one.
each 1 block in the nether in the X or Z coordinates respectively equals 8 blocks in the over world.
In theory you could be in the nether, temporarily take down your nether portal, then ask your friend to activate the separate portal elsewhere in the overworld, if this goes smoothly, your friend will end up in a separate area inside the nether, and you both return to the correct portals each time, not just the original one you made.
2 portals will only be linked to one inside the nether if this procedure isn't followed, or if the original portal was obstructed, causing a new portal to spawn elsewhere when players return to the overworld, potentially in an undiscovered underground cave or mineshaft.
I agree that Nether Portals need to link up easier.
There is pros and cons to how they currently work
I already suggested a workaround for the problem of 2 portals linking to 1 accidentally
but there is also an upside to 2 nether portals in the overworld linking to 1 in the nether.
You can use it to warp vast distances in the overworld in seconds.
Instead what I'd propose is obsidian blocks with runes on them
The runes could be used to program the nether portals to link to a specific one inside the nether, instead of just linking all the nether portals in the overworld to the last one that activated and remained active inside the nether.
These runes could be made to be rare items found in chests in Bastions inside the nether
If the obsidian block with runes is different from the runes of the last one that spawned inside the nether, or if the original portal has no runes on it at all, then the new nether portal in the overworld automatically sends players to another part of the nether, without any need to deactivate the previous portal in the nether.
Ha, I didn't really think this was intended to cause difficulty, I mean, I'm talking a difference of 50 blocks at the most (though that is admittedly a lot and should be closer to 20).
And, it's manual considering you'd be physically applying something to connect two different portals. But, I regress.
That would make it too easy. Plus that's not really linking them manually like you said.
I agree with headgames001 on this one, I never got the impression that the problems involving linking nether portals was meant to cause difficulty, and neither did him. It has more to do with the fact that Mojang hasn't been consistent with the coding of the nether portals.
When you make them in the overworld, they are supposed to send you to the coordinate inside the nether that best resembles each 8th block in the overworld on the X and Z axis, that's it, that's all they should be doing, in all honesty, even though I do acknowledge the advantages with 2 portals linking to 1, there are disadvantages that understandably cause frustration to players who haven't figured out a workaround, or just find it too inconvenient to use just to unlink any given portal so their other portal very far away in the overworld links to the part of the nether they wish to go to.
A change I'd suggest would be adding a first step where portals check all Overworld blocks within ~3 blocks on the X and Z axes and from 0 to 255 on the Y axis for any currently unlit portals. If it finds one, those two will link up. If not, then it'll continue running current portal behavior.
I ran into that problem of "I built at the correct X and Z but not the correct Y so it never placed them at any of those locations" quite frequently in my last world. That was the best workaround I could come up with.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
A change I'd suggest would be adding a first step where portals check all Overworld blocks within ~3 blocks on the X and Z axes and from 0 to 255 on the Y axis for any currently unlit portals. If it finds one, those two will link up. If not, then it'll continue running current portal behavior.
I ran into that problem of "I built at the correct X and Z but not the correct Y so it never placed them at any of those locations" quite frequently in my last world. That was the best workaround I could come up with.
A problem that does need to be fixed with nether portals is they need to stop spawning on wasteland cliffs where players could accidentally walk into a lava pit just by stepping outside of the portal. A friend of mine took a screenshot of this once and this happened on bedrock edition, this year, not back when that version was in beta. Bad nether spawns are still a problem and this is worse than nether portals not linking properly.
A problem that does need to be fixed with nether portals is they need to stop spawning on wasteland cliffs where players could accidentally walk into a lava pit just by stepping outside of the portal. A friend of mine took a screenshot of this once and this happened on bedrock edition, this year, not back when that version was in beta. Bad nether spawns are still a problem and this is worse than nether portals not linking properly.
Nether portals already have small platforms of obsidian if they spawn in the air. Are you suggesting making them not spawn in these places or adding block railings to prevent people from absentmindedly walking off?
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
Nether portals already have small platforms of obsidian if they spawn in the air. Are you suggesting making them not spawn in these places or adding block railings to prevent people from absentmindedly walking off?
I'm saying they shouldn't be spawning too close to the edge of netherrack cliffs over lava lakes. In Java version this may have been fixed already, but in bedrock edition it hasn't, with the purple energy field in your face you can't see what's in front of you, or behind, and there was no obsidian platform beyond the portal itself when it spawned. Bedrock edition is unfortunately more buggy than the Java version for some reason.
A problem that does need to be fixed with nether portals is they need to stop spawning on wasteland cliffs where players could accidentally walk into a lava pit just by stepping outside of the portal. A friend of mine took a screenshot of this once and this happened on bedrock edition, this year, not back when that version was in beta. Bad nether spawns are still a problem and this is worse than nether portals not linking properly.
Easy solution here is to not rush out of the portal... unless you have lava on all four sides this isn't really a problem
Easy solution here is to not rush out of the portal... unless you have lava on all four sides this isn't really a problem
When the next step from the portal is only one block away from a pitfall, you're stranded and there isn't anything you can do, it happens, and you have no idea where you'd end up in the first time you enter the nether, it's called luck, or probability, in mathematical terms.
Portals try to avoid spawning over lava, in midair, or inside rock, but they do so by spawning nearby. Thus, a new portal from the Overworld has a disproportionate chance of being next to an abyss, lava lake, or netherrack wall. There is also no check as to whether a lava source (created with the landscape) is destined to send lava flowing over the portal. Furthermore, a portal can spawn on a one block thick ledge or floor, or on a Soul Sand outcrop.
While the first is not exactly the same issue, both have the same cause - the game simply couldn't find a suitable location within the allowed +/-16 block range, or it just used the first location that was valid (just enough space to place the portal and nothing else), and increasing this distance will increase the issues with portals taking you to a different location when you return to the Overworld since it can only locate portals that are within 128 blocks of the corresponding coordinates (which means the maximum allowed offset in the Nether is only 16 blocks from the ideal location; conversely, portals in the Overworld can be up to 1024 blocks from their ideal location and still link to the same Nether-side portal, which in turn can easily fail to link back to it. The solution is to rebuild the portals at their ideal coordinates).
While the first is not exactly the same issue, both have the same cause - the game simply couldn't find a suitable location within the allowed +/-16 block range, or it just used the first location that was valid (just enough space to place the portal and nothing else), and increasing this distance will increase the issues with portals taking you to a different location when you return to the Overworld since it can only locate portals that are within 128 blocks of the corresponding coordinates (which means the maximum allowed offset in the Nether is only 16 blocks from the ideal location; conversely, portals in the Overworld can be up to 1024 blocks from their ideal location and still link to the same Nether-side portal, which in turn can easily fail to link back to it. The solution is to rebuild the portals at their ideal coordinates).
I guess the only solution then is to suck it up and just build a portal somewhere else. Fortunately on the current MC world me and a friend are on this isn't an issue, but on an older world it was.
The best spawns for nether portals, are inside a netherrack cave when there are very few mobs around.
It is good to spawn inside a nether fortress too but this is assuming you don't get spawn killed by a Wither skeleton upon entry, the netherrack cave is the better spawn by far.
The half decent spawns are Basalt deltas or the crimson forest, can be difficult if you don't have enchanted armour, but it isn't impossible to handle and you usually do have enough time to shield the nether portal to prevent yourself being trapped inside the nether.
The worst spawns are ones over a lava pit on the edge of a cliff
or nether portals that form right on an island in the middle of a lava lake, happened to another friend once.
And wherever you end up first time appears to be RNG.
And wherever you end up first time appears to be RNG.
Well, it would be based on the seed and where you build your Overworld portal.
Of course, unless you, or somebody else, has been to the Nether in that seed before (or used Amidst or something) then you have no way of knowing where you should build it.
its kind of annoying when you and your friends build near each other and your nether portals get messed up it would be cool if you could still share a nether location but have it so that the portal you enter through you also exit through so you dont always come through the wrong portal
Last I checked nether portals can be unlinked if the one inside the nether one is linked to is broken or deactivated.
Nether portals can be separated in their nether location if the one in the overworld is at a sufficient distance away from the original one.
each 1 block in the nether in the X or Z coordinates respectively equals 8 blocks in the over world.
In theory you could be in the nether, temporarily take down your nether portal, then ask your friend to activate the separate portal elsewhere in the overworld, if this goes smoothly, your friend will end up in a separate area inside the nether, and you both return to the correct portals each time, not just the original one you made.
2 portals will only be linked to one inside the nether if this procedure isn't followed, or if the original portal was obstructed, causing a new portal to spawn elsewhere when players return to the overworld, potentially in an undiscovered underground cave or mineshaft.
I agree that Nether Portals need to link up easier.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
There is pros and cons to how they currently work
I already suggested a workaround for the problem of 2 portals linking to 1 accidentally
but there is also an upside to 2 nether portals in the overworld linking to 1 in the nether.
You can use it to warp vast distances in the overworld in seconds.
Instead what I'd propose is obsidian blocks with runes on them
The runes could be used to program the nether portals to link to a specific one inside the nether, instead of just linking all the nether portals in the overworld to the last one that activated and remained active inside the nether.
These runes could be made to be rare items found in chests in Bastions inside the nether
If the obsidian block with runes is different from the runes of the last one that spawned inside the nether, or if the original portal has no runes on it at all, then the new nether portal in the overworld automatically sends players to another part of the nether, without any need to deactivate the previous portal in the nether.
I would seriously decrease the distances by a factor of ten or even a hundred.
It would be easier if there was a way to actually link up portals manually.
Though, I would worry this could lead to 4 portals allowing players to walk 3 or 4 blocks, but travel potential thousands of blocks.
There could be a limit put in place to prevent this, such as the second portal has to be within 50 blocks of the first portal in the other dimension.
Linking nether portals
Thanks, but I'm talking more like an item is used to select portal A, and is then used to select portal B, and then they are linked.
This way the location of corresponding portals isnt as fixed, but can be decided by the player, within limits.
That would make it too easy. Plus that's not really linking them manually like you said.
Ha, I didn't really think this was intended to cause difficulty, I mean, I'm talking a difference of 50 blocks at the most (though that is admittedly a lot and should be closer to 20).
And, it's manual considering you'd be physically applying something to connect two different portals. But, I regress.
I agree with headgames001 on this one, I never got the impression that the problems involving linking nether portals was meant to cause difficulty, and neither did him. It has more to do with the fact that Mojang hasn't been consistent with the coding of the nether portals.
When you make them in the overworld, they are supposed to send you to the coordinate inside the nether that best resembles each 8th block in the overworld on the X and Z axis, that's it, that's all they should be doing, in all honesty, even though I do acknowledge the advantages with 2 portals linking to 1, there are disadvantages that understandably cause frustration to players who haven't figured out a workaround, or just find it too inconvenient to use just to unlink any given portal so their other portal very far away in the overworld links to the part of the nether they wish to go to.
A change I'd suggest would be adding a first step where portals check all Overworld blocks within ~3 blocks on the X and Z axes and from 0 to 255 on the Y axis for any currently unlit portals. If it finds one, those two will link up. If not, then it'll continue running current portal behavior.
I ran into that problem of "I built at the correct X and Z but not the correct Y so it never placed them at any of those locations" quite frequently in my last world. That was the best workaround I could come up with.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
A problem that does need to be fixed with nether portals is they need to stop spawning on wasteland cliffs where players could accidentally walk into a lava pit just by stepping outside of the portal. A friend of mine took a screenshot of this once and this happened on bedrock edition, this year, not back when that version was in beta. Bad nether spawns are still a problem and this is worse than nether portals not linking properly.
Nether portals already have small platforms of obsidian if they spawn in the air. Are you suggesting making them not spawn in these places or adding block railings to prevent people from absentmindedly walking off?
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I'm saying they shouldn't be spawning too close to the edge of netherrack cliffs over lava lakes. In Java version this may have been fixed already, but in bedrock edition it hasn't, with the purple energy field in your face you can't see what's in front of you, or behind, and there was no obsidian platform beyond the portal itself when it spawned. Bedrock edition is unfortunately more buggy than the Java version for some reason.
Man, these debates are getting really intense.
Easy solution here is to not rush out of the portal... unless you have lava on all four sides this isn't really a problem
When the next step from the portal is only one block away from a pitfall, you're stranded and there isn't anything you can do, it happens, and you have no idea where you'd end up in the first time you enter the nether, it's called luck, or probability, in mathematical terms.
Definitely not, this report is even marked as "works as intended":
MC-2922 Nether Portal spawns in midair
The Wiki also mentions this:
While the first is not exactly the same issue, both have the same cause - the game simply couldn't find a suitable location within the allowed +/-16 block range, or it just used the first location that was valid (just enough space to place the portal and nothing else), and increasing this distance will increase the issues with portals taking you to a different location when you return to the Overworld since it can only locate portals that are within 128 blocks of the corresponding coordinates (which means the maximum allowed offset in the Nether is only 16 blocks from the ideal location; conversely, portals in the Overworld can be up to 1024 blocks from their ideal location and still link to the same Nether-side portal, which in turn can easily fail to link back to it. The solution is to rebuild the portals at their ideal coordinates).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I guess the only solution then is to suck it up and just build a portal somewhere else. Fortunately on the current MC world me and a friend are on this isn't an issue, but on an older world it was.
The best spawns for nether portals, are inside a netherrack cave when there are very few mobs around.
It is good to spawn inside a nether fortress too but this is assuming you don't get spawn killed by a Wither skeleton upon entry, the netherrack cave is the better spawn by far.
The half decent spawns are Basalt deltas or the crimson forest, can be difficult if you don't have enchanted armour, but it isn't impossible to handle and you usually do have enough time to shield the nether portal to prevent yourself being trapped inside the nether.
The worst spawns are ones over a lava pit on the edge of a cliff
or nether portals that form right on an island in the middle of a lava lake, happened to another friend once.
And wherever you end up first time appears to be RNG.
Well, it would be based on the seed and where you build your Overworld portal.
Of course, unless you, or somebody else, has been to the Nether in that seed before (or used Amidst or something) then you have no way of knowing where you should build it.
Just testing.