Narrow default frame-materials to just obsidian
GOLD_BLOCK/GILDED_BLACKSTONE/BIRCH_PLANKS/OAK_PLANKS were also present on a nearby backdrop wall in the user's build, so even with the plane-locked diagonal fix (which only stops leaks through the ring's thickness), the flood-fill could still sweep in decorative use of the same materials sitting in-plane with the ring, putting chevrons on unrelated blocks. Default is now just OBSIDIAN; anyone mixing materials should keep the list to ring-only blocks per the updated config.yml/README guidance.
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@@ -17,11 +17,17 @@ Build everything with `./gradlew build`. Jars land in each module's `build/libs/
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## Building a gate
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## Building a gate
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There's no fixed size or shape - build any single connected ring out of
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There's no fixed size or shape - build any single connected ring out of
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`gate.frame-materials` (default: obsidian, gold block, gilded blackstone, birch/oak
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`gate.frame-materials` (default: just obsidian) with a fully sealed hollow interior.
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planks) with a fully sealed hollow interior. No gaps; the interior must be enclosed.
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No gaps; the interior must be enclosed. "Connected" includes the usual diagonal
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"Connected" includes the usual diagonal stepping a round/octagonal ring needs at its
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stepping a round/octagonal ring needs at its corners (blocks touching only
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corners (blocks touching only edge-to-edge or corner-to-corner still count), so a
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edge-to-edge or corner-to-corner still count), so a circular build doesn't need every
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circular build doesn't need every block to share a full face with the next.
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block to share a full face with the next.
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Add more materials to `gate.frame-materials` if your ring mixes blocks, but keep the
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list to materials used *only* for the ring - anything also used decoratively nearby
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(a backdrop wall, a matching accent elsewhere) risks getting swept into the frame if
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it touches the ring anywhere in the same plane, which is also where stray chevrons
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would show up.
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Build it free-standing, one block thick, in a single flat plane (a vertical ring
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Build it free-standing, one block thick, in a single flat plane (a vertical ring
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facing a direction, like all the examples above) - the plugin figures out which axis
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facing a direction, like all the examples above) - the plugin figures out which axis
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@@ -28,19 +28,16 @@ cross-server:
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gate:
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gate:
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# Any of these materials count as the ring's frame (and count as a valid chevron
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# Any of these materials count as the ring's frame (and count as a valid chevron
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# material too, since chevrons are just frame blocks the plugin temporarily swaps).
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# material too, since chevrons are just frame blocks the plugin temporarily swaps).
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# Mix and match to match your build (the default matches an obsidian/gilded-blackstone
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# Add to this list to match your build - but keep it to materials that are ONLY
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# ring). The ring can be any size or shape, as long as it's a single connected loop
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# used for the ring itself. Anything also used decoratively nearby (a backdrop
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# made only of these materials with a fully sealed hollow interior - no fixed template
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# wall, a matching accent block elsewhere) risks the flood-fill picking up that
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# or size is required. "Connected" includes diagonal stepping (round rings need that
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# unrelated structure as part of the frame if it touches the ring anywhere in the
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# at their corners), but only within the ring's own flat plane - a nearby structure
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# same plane. The ring can be any size or shape, as long as it's a single connected
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# built from the same materials won't get pulled in just because it touches the ring
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# loop with a fully sealed hollow interior - no fixed template or size is required.
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# through its thickness.
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# "Connected" includes diagonal stepping (round rings need that at their corners),
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# but only within the ring's own flat plane.
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frame-materials:
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frame-materials:
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- OBSIDIAN
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- OBSIDIAN
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- GOLD_BLOCK
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- GILDED_BLACKSTONE
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- BIRCH_PLANKS
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- OAK_PLANKS
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# Chevrons aren't a separate material you place. The plugin flood-fills the ring,
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# Chevrons aren't a separate material you place. The plugin flood-fills the ring,
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# walks it in geometric order, and picks this many blocks, evenly spaced around the
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# walks it in geometric order, and picks this many blocks, evenly spaced around the
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# ring's actual perimeter (not raw scan order) - then swaps just those to
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# ring's actual perimeter (not raw scan order) - then swaps just those to
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