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Minecraft: Java Edition
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Supported environments
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Details
This project is currently under development, in its capacity as a bridge it should always function in future versions. Binding and other qualities may be pushed to further builds based on new issues.
**Using default Immersive Portals will not work for any build under 1.7 If you have any problems check the Create Aeronautics discord server showcases to report bugs, etc.

*Note if you find that a patch gets uploaded and causes you to crash It should be down within 12 hrs and replaced. 1.6.2 had a subscribe bus event that I didn't attach properly. That has been fixed in 1.6.2.1, which was later released as 1.6.3.1 build
Project Goal:
The initial version of this bridges most of the mixins of Immersive Portals and create Aeronautics Sable in order to allow both to functionally exist within the same game. The longterm goal of this project is to allow for Aeronautics Physics Entities to move through these portals much like other entities already do. The long term test of this being to be able to drop a immersive portal physics object ontop of another portal physics object and have them move across each other.
What we have got:
- We are currently at the point where Immersive Portals map themselves to Physics Objects if you include them in the object glue
- Pair name labels (Rich-1, Rich-2 instead of UUIDs)
- Late-glue support (place portal first, glue later, ship later)
- Portal-on-sublevel/contraption attachment stable through extreme physics (NaN guard, force-rewrite, biway back-face mapping)
- Velocity transfer through moving portals (proper moving-frame physics; legacy mode for back-compat)
- Mirror mode: bilateral rotR recompute for portal pairs where both sides are on sub-levels
- Portal-Absorb suppression: Sable no longer drags unattached portals along when sub-levels pass through them (Collison error) (Allows for elements to pass through portals and render on the other *WIP)
- Phase 5: Create kinetic blocks (cogs, shafts, mechanical components) render through portals without causing extreme rendering bugs.
- Phase 6: portals can attach to Create contraptions (mech pistons, bearings, gantries, trains)
- Carrier tag system: every portal labeled [M] mainline / [S] sable / [C] contraption / [I] independent
- Iris compatibility: wand placement preview
- Wand crash containment on tilted sub-level decks (This crash still finds other ways to occur*) Don't build in sublevels/contraptions unless necessary)
- Wand placement overlay now appears on Create contraption surfaces
- Four creative-tab wands: Pair, Detach, Inspector, Debug (Shift + left-click cycles wand mode)
- Debug wand writes diagnostic blocks to logs/iplsable-debug-marks.log
- Inspector wand prints multi-line portal info to chat
- /iplsable command suite: summary, list-portals, list-pairs, lookup-pair, rename-pair, detach-pair, portal-on-sable, portal-on-contraption, create-on-surface, flick, flick-target, flick-clear, debug-pose
How it works:
Create the frame for a portal object including and bounding the extent of your portal. Use any of Create's Binding Applicators such as glue, slime blocks, honey etc and then use the physic applicator from create simulated (Aeronautics) to enable physics. That should track to the portal frame.
What doesn't work:
Portal intersect can dislodge portals from one another, tracking to sources and not having it randomly reapply to a new source is weird. You can lock portals in place with the creative magnetic gun from Aeronautics Tool Gun. I'd recommend creating these at least 8 blocks from each other for simulation safety. Applying intense interaction can break the bindings that individual sides have to either sending or receiving portal. *Note each portal link contains 4 portals, if there are errors you can have orientation of particular sides fail on ocassion.
There are various arifacting issues stemming from create assets rendering moveable parts through portals once viewed, this is intended to be fixed soon, with additional priority put on getting create objects to interact with portals.
Why it works:
The Iris patch allow for iPortal/Sable in lower end systems [Lean check variables], modifies the loading priority and fixes various complications that stop proper interactions from functioning between both sable and iPortal. iPSable bridges position tracking and loosens the limitations in position tracking between portals and allows for a point of connection between the portal and the object.
It requires you to use an iris adapted version of Immersive Portals to properly function but does allow for the use of sodium with immersive portals which is a plus I guess.
This is the Primary Depedency on the Immersive Portal side. Using default Immersive Portals will not work. The game will crash because of Immersive Portal conflict issues. Irispatch Immersive Portals [NeoForge]


