To make a Multiverse portal, install and enable Multiverse-Core plus the Multiverse-Portals add-on, select a three-dimensional region with the portal wand or WorldEdit, and create a destination with /mvp create. The destination can be another world, an exact coordinate, or a second portal. Players must also have the portal and, when enforced, destination-world permissions.
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Multiverse-Portals is designed for Bukkit-style Minecraft servers. Unlike a vanilla Nether portal, its opening can be made from any blocks and does not need Nether-portal blocks inside the frame.
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What Multiverse-Portals does
Multiverse-Portals is an add-on for Multiverse-Core. It defines a selected region as a portal and teleports players who enter that region to a Multiverse destination. Destinations can be complete worlds, named anchors, exact coordinates, or another Multiverse portal. This lets an administrator connect several worlds without relying on Minecraft’s normal Nether-only portal rules.
A portal is a protected region, not merely a decorative frame. The frame helps players see where to walk, but the plugin uses the selected volume to detect entry. You can build the frame from any block material. The opening can remain visually empty, and the guide even permits an invisible region if you remove the frame after creating the portal.
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That distinction explains many failed setups: changing the frame’s appearance does not change the configured region. The plugin remembers the selected three-dimensional volume until you modify or remove the portal. Plan the region around the space a player, boat, or minecart actually occupies rather than selecting only a thin decorative outline.
Prepare the server
- Install the Multiverse ecosystem. Put Multiverse-Core and Multiverse-Portals in the server’s plugin directory, then start or restart the server. Multiverse-Portals depends on Multiverse-Core, so the add-on must load successfully before portal commands will work.
- Confirm that both plugins loaded. Check the server console or the in-game plugin list for enabled entries. If the portal commands are unknown, resolve the loading error before building anything.
- Use an account with administrative permissions. Portal creation, selection, configuration, and removal are administrative operations. If a command is denied, check the permission setup for your server software and confirm the command spelling with
/mvp help. - Decide how players should travel. A portal can point directly to a world or coordinate, or it can point to another portal. Decide this before naming portals so that your access rules and round-trip layout are predictable.
Keep the running server’s command help open while configuring. The basic-usage page is newer than older mirrored command and permissions references, and aliases can change between releases. The installed version’s /mvp help output is the practical authority when an example from an older guide disagrees.
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Selection is the step that determines where the plugin detects players. Select both corners of the complete volume, including the height and depth of the opening. A selection that is too small may not trigger reliably; one that is unexpectedly huge can cover unrelated terrain and cause surprising teleports.
Think of the two corners as opposite corners of a rectangular box. Include the blocks or air space where a player must stand to activate the portal, not just the outside edges of a frame. If the selection readout shows an unexpectedly large volume, stop and make a fresh selection; stale coordinates are safer to correct before creation than after players begin using the route.
Use the built-in portal wand
- Run
/mvp wand. - Unless WorldEdit is being used, Multiverse supplies a wooden axe by default as the selection wand.
- Left-click one corner of the portal region.
- Right-click the opposite corner.
- Visually inspect the selected volume before creating the portal. If the region is much larger than the frame, make a fresh two-corner selection rather than proceeding with stale coordinates.
Use WorldEdit instead
If WorldEdit is already installed and standardized on your server, run //wand and select the same two corners with its normal left-click and right-click controls. WorldEdit can make large or irregular selections convenient, but it adds a dependency and exposes its own selection permissions. The resulting region is then passed to Multiverse-Portals when you run the create command.
The choice is operational rather than a change in portal behavior. Both methods provide the region that Multiverse-Portals uses; choose the built-in wand to avoid adding WorldEdit solely for this task, or use WorldEdit when staff already know its selection workflow and permissions.
| Selection method | Command | Dependencies and trade-offs |
|---|---|---|
| Multiverse built-in wand | /mvp wand |
Uses the Multiverse selection tool, normally a wooden axe. It avoids a WorldEdit dependency and limits the task to portal selection. |
| WorldEdit wand | //wand |
Requires WorldEdit and its permissions. It is convenient on servers that already use WorldEdit for building and region work. |
Create a portal and choose its destination
After selecting the region, use the general form /mvp create {NAME} [DESTINATION]. Replace the name with a unique portal name and use one of the documented destination prefixes below.
| Destination | Command example | Use case |
|---|---|---|
| World | /mvp create newportal w:worldname |
Sends travelers to the configured spawn or entry point for worldname. This is the simplest option for a one-way lobby, hub, or world entrance. |
| Exact position | /mvp create newportal e:world:23,43,1 |
Sends travelers to the specified world and coordinates. Confirm that the coordinates are safe and that the destination world exists. |
| Another portal | /mvp create newportal p:otherportal |
Targets a named Multiverse portal. This is useful for explicit paired entrances and exits. |
| Current location | /mvp create newportal here |
Uses the location represented by here when creating the portal. Use it only when the command’s current-location behavior matches your intended arrival point. |
The portal name is the identifier used by later selection, permission, modification, and removal commands. Use names that are easy to recognize, such as hub_to_survival and survival_to_hub, rather than relying on ambiguous abbreviations.
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World destinations and portal destinations also have different maintenance implications. A world target remains conceptually simple when you rebuild a frame elsewhere. A portal target gives you an explicit entrance-and-exit pair, but its link depends on that named target continuing to exist. Exact positions provide the most control over arrival location and therefore require the most care when terrain or event layouts change.
Check the destination before opening access
- Verify the world name and spelling. A destination typo is a configuration problem, not a player-side issue.
- For an exact position, check that the coordinate is inside the intended world and that travelers will not arrive inside a wall, over a void, or in another unsafe location.
- For a portal destination, create or identify the target portal first when possible. If it does not exist yet, create the source portal and link it later with the modification command described below.
- Record the destination string and portal name in your server documentation. Those identifiers are needed when you later repair permissions, redirect a route, or remove a target.
Link two existing portals
You do not have to create both portals before building the first one. To change an existing portal’s destination, select it with /mvp select portal_a, then run /mvp modify destination p:portal_b. Replace the names with the actual source and target portals.
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This operation changes the selected portal’s destination; it does not automatically create a reverse link. For a round trip, create a second portal in the destination area and set that portal’s destination back to the first. Treat the two directions as separate configuration entries so that each can have its own region, permissions, and safety settings.
If you rename, remove, or otherwise replace the target portal, revisit every source that points to it. A portal-to-world destination is often easier to maintain for a one-way route, while paired portal destinations are clearer when players need a deliberate return path.
Permissions that control who can travel
By default, a player needs multiverse.portal.access.<portalname> to use a portal. Portal names are case-insensitive, but use the exact configured name when assigning permissions to avoid mistakes in permission-management tools.
When world-access enforcement is enabled, the player also needs multiverse.access.<worldname> for the destination world. Granting portal access alone may therefore still result in a denied teleport. Check both nodes when an administrator can use a portal but an ordinary player cannot.
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Apply permissions to a test player before announcing a route. Operators may bypass restrictions, so a successful test by an administrator does not prove that a regular player has both required nodes. When diagnosing a denial, write down the portal’s configured name and the destination world’s exact name before changing permissions.
Allow unrestricted portal use
If the server intentionally wants every player to use every portal, the current basic-usage documentation lists:
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/mvp config enforce-portal-access false
Older permissions documentation also lists /mv conf enforceaccess false. Because that syntax belongs to an older command reference, confirm the accepted form with /mvp help on the installed version before applying it. Disabling enforcement removes a useful access boundary, so use it only when the destination worlds themselves are safe for all players.
Diagnose an access denial
- Confirm that the player is entering the intended portal region rather than a neighboring region.
- Check the portal’s configured name and grant
multiverse.portal.access.<portalname>. - Check the destination world’s name and grant
multiverse.access.<worldname>if world-access enforcement is active. - Test again with a non-operator account. Operators may bypass restrictions and can hide a missing permission node.
Teleport boats, minecarts, and mobs
Players are the default travelers. To permit non-player entities, enable both global settings:
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Then enable non-player teleportation on each individual portal:
/mvp modify <portal-name> teleport-non-players true
The global vehicle and entity settings require a full server restart. Plan the restart rather than assuming the change will take effect immediately. Enabling entity travel can also move hostile mobs, animals, dropped-item carriers, or other unintended entities through a region, so test the specific portal and consider whether a portal open to all entities fits the server’s gameplay rules.
Optional actions and related modules
Multiverse-Portals supports additional portal actions and can be configured for transfers or command execution through related Multiverse modules. Treat these as separate features from basic player teleportation: first make the region and destination work, then add an action and test it with a normal account. Keep a record of any action attached to each portal so future administrators know that entering the region does more than change worlds.
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Select a portal before changing it with /mvp select PORTAL. Where supported by the installed command set, you can pass -p PORTAL to identify the portal directly instead of relying on the currently selected one.
The editable properties documented by Multiverse include the owner, destination, location, price, currency, and safety behavior. Use the relevant /mvp modify subcommand for the property you need to change, and confirm the exact syntax with /mvp help because command references differ by plugin version. Changing a destination does not automatically change the selected region or create a reciprocal portal.
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Use debug mode instead of teleporting
Run /mvp debug on while diagnosing a portal. Debug mode displays portal details rather than carrying out the teleport, allowing you to inspect which portal region and destination the plugin believes you entered. Turn it off with /mvp debug off after testing. This is especially useful when two regions overlap, a destination was mistyped, or a selection was accidentally much larger than the visible frame.
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To delete the configuration, run /mvp remove NAME with the portal’s name. Removing the frame blocks is not enough: the portal region remains configured until you remove it with the command.
Any portals linked to the removed portal will have their link broken. Before deleting a destination portal on a live server, identify every portal that points to it and decide whether to redirect those sources to a world or coordinate instead. Remove the frame only after deciding whether the configuration should remain temporarily or be deleted.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting by symptom
The command is unknown
Confirm that Multiverse-Portals and Multiverse-Core are enabled, not merely present in the plugin directory. Then run /mvp help. If only older /mv forms appear in a server guide, use the syntax reported by your installed version rather than copying a legacy command unchanged.
The portal never triggers
- Make a new two-corner selection and ensure the selected volume includes the entire opening.
- Check that you created the portal after selecting the region.
- Use debug mode to see whether the plugin recognizes the region.
- Make sure the player is entering the selected volume, not merely standing beside the frame.
- Check for an accidentally huge or overlapping selection that makes it unclear which portal is being entered.
The player is denied even though the portal exists
Check both portal access and destination-world access. The required nodes are multiverse.portal.access.<portalname> and, when world enforcement is enabled, multiverse.access.<worldname>. Test with a regular player account because operator privileges can mask the missing node.
The player arrives somewhere unexpected
Use debug mode and inspect the destination. A world destination, exact-position destination, and portal destination have different maintenance behavior. Check for a misspelled world or portal name, an incorrect coordinate order, or a target portal that was later moved or removed.
Breaking the frame did not fix the problem
Removing blocks changes the appearance only. Run /mvp remove NAME to delete the configured region, then create a correctly selected region if you still need the portal.
Vehicles or mobs still do not teleport
Verify all three settings: global vehicle teleportation, global entity teleportation, and the portal’s teleport-non-players property. Restart the entire server after changing the global settings.
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Choosing a portal design
| Decision | Best fit | Operational consequence |
|---|---|---|
| Portal to a world | A hub, lobby, or one-way entrance | Simple to create and maintain. The world remains the destination even if you rebuild other portal frames. |
| Portal to an exact position | A controlled arrival point such as a town gate or event area | Precise, but you must keep the coordinates safe and valid as the world changes. |
| Portal to another portal | A clearly paired entrance and exit | Explicit round trips are easy to understand, but removing or renaming the target breaks the link until you redirect it. |
| Built-in wand | Servers that want only Multiverse dependencies | Lower setup overhead and a dedicated selection command. |
| WorldEdit selection | Servers already using WorldEdit for construction | Convenient shared tooling, with WorldEdit’s additional permissions and plugin dependency. |
A reliable administration workflow
- Install and load both Multiverse plugins.
- Create or verify the destination world, coordinate, or target portal.
- Build a visible frame and select its complete volume.
- Create the portal with a descriptive name and the intended destination prefix.
- Grant portal and destination-world permissions to a test player.
- Test entry, arrival position, and return travel before announcing the portal.
- Use debug mode if the result differs from the configuration.
- Document the portal name, destination, permissions, and any entity settings so another administrator can maintain it.
For a production server, test from a normal player account and test both directions of a paired route. Keep a record of exact coordinates and portal names before editing or removing anything; those identifiers are what you need to repair links and permissions later.
Version and command-reference caution
The basic-usage documentation was updated on September 28, 2026. The mirrored command reference lists July 27, 2019, and the mirrored permissions page lists July 9, 2018. Those older pages are useful for understanding available properties, but command names and aliases can differ between releases. Treat /mvp help on the running server as authoritative for syntax, and apply the documented current form when it conflicts with an older example.
Frequently Asked Questions
How do I make a Multiverse portal to another world?
Install and enable Multiverse-Core and Multiverse-Portals, select the portal region with /mvp wand or WorldEdit, then run /mvp create portal_name w:worldname. Grant the player multiverse.portal.access.portal_name and, when world-access enforcement is enabled, multiverse.access.worldname.
What command links two Multiverse portals?
Select the source with /mvp select portal_a, then run /mvp modify destination p:portal_b. This changes only the selected source. For a return route, configure a second portal to point back to the first.
Can I use WorldEdit to select a Multiverse portal?
Yes. Run //wand, left-click one corner and right-click the opposite corner, then create the portal. WorldEdit is optional; /mvp wand provides a built-in selection tool.
Why can’t players use my Multiverse portal?
Check the portal permission multiverse.portal.access.<portalname>. If world-access enforcement is active, also grant multiverse.access.<worldname>. Test with a regular player because operator privileges can conceal missing permissions.
Does breaking the portal frame delete it?
No. The configured region remains until you run /mvp remove NAME. Removing a portal also breaks links from portals that targeted it.
Why does my portal send players to the wrong place?
Use /mvp debug on to inspect the recognized portal and destination. Check the world or portal name, exact coordinate string, selection size, and whether a target portal was removed or changed.
How do I teleport boats, minecarts, or mobs?
Enable /mvp config teleport-vehicles true and /mvp config teleport-entities true, then run /mvp modify portal_name teleport-non-players true. The global settings require a full server restart.
Can a Multiverse portal use any block material?
Yes. The frame can use any blocks, and the opening does not need vanilla Nether-portal blocks. The plugin detects the selected region rather than a Nether portal animation.
The Bottom Line
Build any visible frame, select its complete volume, and create it with /mvp create using a world, coordinate, or portal destination. Then verify both portal and world permissions, test with a regular player, and use debug mode whenever the configured region or destination is unclear.
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