Category: PortalGun

It’s that time of the year again, 5 years ago I released the very first version of Portal Gun on Minecraft Forums. About a week ago, I posted this video on YouTube:

I’m not one to want to disappoint, but I had tweeted a while ago, not to expect anything too great out of today. So those of your expecting a release today, I’m sorry to have to say that this is just an announcement. I was planning on releasing it today but due to various circumstances, being abroad and unexpected bugs during development being a few of them, the mod is not ready to be published just yet. I won’t be posting an ETA on here though, it’ll be released when it’s done, which hopefully will be Soon™.


So, what is this announcement for?

I’d like to announce now that Portal Gun is being rewritten. What, again? Yes, again, that’s like the 4th time now. Thing is, last time I did a proper rewrite of Portal Gun, was over 3 years ago, and since then, I have learnt a lot. I’m sure a lot of you have seen Doors, or maybe even the new Gravity Gun, so I dare say a lot of things will be different with the new Portal Gun.

Also, since development for this is active, I will also be streaming development of the mod when I can, so if you want sneak peeks, do watch out for them.

What’s “new” with Portal Gun? (summary)

First off, if you haven’t noticed already from the teaser video, see through portals will be making a return. The last time they were used in Portal Gun was back in Minecraft 1.2.5, and it was written by ChickenBones, but they were removed due to performance issues, so many of you may not have known it even existed. With rendering being a lot more efficient in MC1.8, I tried once again to bring it back, and to do it to my best ability this time round. As of the current development build of the mod it’s still not perfect, but it’s getting there! Doors taught me quite a bit in that regard as well.

Next up, next big thing is that you’ll be able to configure your own channels for portal guns. Previously all you had is the default, p-body, atlas, personal PotatOS, and personal bacon portal guns. That left you with only 2 personal channels and 3 global channels with little to no use. That’s gone now and you can make as many channels as you’d like, and they’d all be unique per player.

Third, I’m trying to think of the mod of a more “survival” point of view. Portals can now be of various sizes. The smallest being a 1×2 portal, it’s size can be upgraded. At this time I’m thinking of letting the max be of a 5×5. “Why this change? The Portal game didn’t have that!” you ask? Like I said, I’m trying to think of the mod from a more survival PoV. Have you ever found it strange that a 4x4x4 ghast, lightly bumping into a 1×2 portal, suddenly appearing on the other side of the portal? Well, that leads to the 4th point.

Fourth, entities larger than the portal will no longer be able to fit through the portal. Gone are the days a where a 2x2x1 spider can fit through a 1×2 portal in the floor. Entities will have to be smaller than the portal to actually fit them now, and frankly, that’s how it should have been to begin with.

Fifth, gameplay changes, for starters, no more dungeon loot. That just didn’t make sense, really. Recipes are likely to be changed from before, oh, and also, no more naggy “WIP” items. Yay!

Sixth, I want to say that the mod overall works better and looks nicer, but since I’ve not gone to the “prettify” stage of development yet, that can’t be said for sure.


Portal Gun turns 5. Portal Gun being rewritten, many changes. Release when it’s ready. Sorry to disappoint.



And that’s about it guys, Portal Gun is once again under active development for the time being, and I hope you guys will be happy with it when it’s finally out.

Also shoutouts to the many, many people I met over the past 2 weeks whilst I was frantically trying to write this mod on a 2015 MacBook Air (which to my surprise actually supports see through portals).




EDIT: As I don’t read the comments anywhere on here, discussion available on Reddit.

EDIT2: I also just remembered that grabbing entities have been nerfed and can be upgraded over time to grab tile entities as well.

Hey guys, it’s my birthday today! Wooot! Anyways, instead of being showered in gifts *ahem*, I’m gonna be the one giving the gifts now. What is it though? Crazily/Funnily/Ironically enough, it’s PortalGun and GravityGun 4.0.0-beta. Here’s the “changelog”:

– Ported to Minecraft 1.7.10.
– Fuel configs have been removed, but are still generated in the config.
– Fixed invalid sound playing when using GravityGun.
– Fixed “stuck in floor” bug prevalent in PortalGun for MC1.6.4.

Why “beta”?

It’s called a beta because this port was never meant to happen and was never planned. Work on this port was rushed but although there was some testing done, I cannot guarantee it to be bug-free and I am not going to be supporting the mod until the MC 1.8 version is released, unless it’s a critically breaking bug. I do not want to be wasting any more time on this especially considering the fact that I cannot reuse most of the code for 1.8. PortalGun itself took >13 hours just to port, so that’s just time I’d rather be spending on something else.


Right, so, the port is done, I now have every right to say, stop bothering me about it. Shoo. Let me work on 1.8 in peace.

Anyways, you can get the mod on here in the usual places or on CurseForge.


Cheers folks,

Hey guys,

I’ve been seeing a few posts asking what mod version is for what version of Minecraft, so I’d just like to point out this old post of mine from a while back that explains how my version numbering works.

Anyhow, let’s get to it:

  • The version number starts with a number equal to or larger than 2. This is the start of the new versioning system I’m currently using. Mods with this versioning system will require iChunUtil.
    • 2.X.X is for Minecraft 1.6.2/4
    • 3.X.X is for Minecraft 1.7.2
    • 4.X.X is for Minecraft 1.7.10
    • 5.X.X is for Minecraft 1.8.0
    • 6.X.X is for Minecraft 1.10.2 (1.8.9, 1.9.0 and 1.9.4 do not exist because I have no mods on those that use this system)
  • The version number is <Minecraft Version>-1.X.X. These mods have the MC version labelled next to the download and does not require iChunUtil.
  • The version number starts with 0.X.X. These mods would normally have the MC version labelled next to the download, since it deviates from my norm. The only mods fitting this category are Morph and any ModJam-build versions of mods.
  • The version number is 1.X.XvY. The “1.X.X” denotes the Minecraft version while the “vY” part denotes the build for that version of Minecraft. Basically, <Minecraft>v<Build>. If the version is just 1.0.X, it is for Minecraft 1.5.X.

I’ll probably update this list in the future and link back here so that people don’t get confused and stuff. If you stumbled upon here looking for a version number that’s after the listed versions, try to go logically in order of major Minecraft releases and you should have your answer.

Some mods may have a “Deobf” download. If you’re not a modder, you probably won’t need this.



Oh. I probably should add that PortalGun and Gravity Gun are skipping 1.7 entirely. Because reasons. Some of it being life (I’ve moved to Ireland!), some of it being code-related. So please, just stop asking for it. I’ll try my best to bring it back in 1.8, GraviGun first then PortalGun after.


Yep. 1.6 sucked, but those mods (in the title) are finally updated.

Lemme brief you guys about the version changes.

The version of the mod is defined by A.B.C, for example, 1.2.5, where 1 represents A, 2 represents B and 5 represents C.

From now on, for my mods:

A represents the Minecraft version the mod was made for. This means it increases every new major Minecraft update. This affects all my mods and is global. The value for 1.6.x is 2.

B represents major mod version. This increases every time there is a major change in the way the mod works which will break saves (even across Minecraft versions).

C represents minor mod version. This increases every time there is a minor change, aka a bug fix etc, and will not break saves.

For all my mods, the version number has been reset to 2.0.0.




Gravity Gun
– Reverted respect for block placement due to more complaints about it than without it.

– Fixed a couple of issues listed in the github.

– Reverted respect for block placement due to more complaints about it than without it.
– Attempted fix for sounds freeze.

Slender – RI
– Ported to 1.5.X

– Fixed Torch Gun firing even when item is not the Torch Gun.

PG Changelog:

– Fixed mod compatibility with changing texture packs.
– Fixed shooting portals through glass/iron fences making it go through blocks.
– Fixed placing chests on portals crashing and corrupting the world.
– Fixed death.moon messages.

Version Naming changes:

Now that I’m using runtime deobfuscation for some of my mods, Portalgun will have a change of version naming.

Old naming: <Minecraft version>v<Build number>

New naming: <Initial number>.<Major release>.<Minor release>

Initial Number: Changes everytime an update to minecraft breaks runtime deobfuscation. Resets Major/Minor Release Number.
Major Release: Changes everytime something mod breaking is done, eg new mod content or major change of mod structure.
Minor Release: Changes everytime some small fixes which does not break the mod are done.