# Stargate A network-aware Stargate portal plugin for PaperMC, with sign-based dialing and cross-server travel over Velocity or BungeeCord. ## Modules | Module | What it is | |---|---| | `stargate-common` | Shared models + JDBC storage (SQLite / MySQL) used only by the Paper plugin | | `stargate-paper` | The actual gate plugin — install this on every backend server | | `stargate-velocity` | Proxy companion for Velocity — install on the proxy only if using cross-server gates | | `stargate-bungee` | Same, for BungeeCord/Waterfall | Build everything with `./gradlew build`. Jars land in each module's `build/libs/`. ## Building a gate There's no fixed size or shape - build any single connected ring out of `gate.frame-materials` (default: obsidian, gold block, gilded blackstone, birch/oak planks) with a fully sealed hollow interior. No gaps; the interior must be enclosed. "Connected" includes the usual diagonal stepping a round/octagonal ring needs at its corners (blocks touching only edge-to-edge or corner-to-corner still count), so a circular build doesn't need every block to share a full face with the next. Build it free-standing, one block thick, in a single flat plane (a vertical ring facing a direction, like all the examples above) - the plugin figures out which axis is the ring's "thickness" and only looks for the interior within that plane, so it doesn't try to flood-fill out through the open air in front of and behind the gate. Chevrons aren't a separate material you place. When the gate is linked, the plugin flood-fills the ring, walks it in geometric order, and picks out the blocks that stick further outward than their immediate ring-neighbours - the "elbow" points of the shape, which is where a real Stargate's chevrons sit (an 11-wide octagonal ring like the reference design naturally produces 7 of them: the top apex, the four shoulder elbows, and the two side bumps). Those blocks swap to `gate.chevron-lit-material` (default glowstone) while dialing/open, and revert to whatever they looked like at rest when the gate closes - so a chevron can rest as plain obsidian and blend invisibly into the frame until it lights up. 1. Build the ring. 2. Optionally place a button directly below where you'll put the sign - this becomes the iris shield toggle (see below). Not required; a gate without one just has no shield control. 3. Place a sign anywhere - it doesn't need to touch the frame, so it can act like a DHD console standing apart from the gate - with: - Line 1: `[Stargate]` - Line 2: network name (blank = default network) - Line 3: gate name (blank = auto-generated) - Line 4: `hidden` to keep it out of the cycle list, `fixed:GateName` to lock this gate to always dial `GateName` (no right-click cycling), or blank 4. The sign will show "Punch the gate (30s)". Within `gate.link-timeout-seconds`, left-click (punch) any frame block, within `gate.max-link-distance` of the sign. The plugin scans out from that block and links the sign to it. If punching a block doesn't work, the plugin tells you exactly why in chat - wrong material, unsealed interior, too far from the sign, etc. ## Using a gate - **Right-click** the sign: cycles the destination shown on line 3 among the other gates on the same network. - **Left-click** the sign: dials the shown destination - chevrons light in sequence, then the interior switches from `gate.iris-idle-material` (default air - an idle gate is just an empty ring you can see straight through) to either the event horizon (`gate.iris-open-material`, default water) or, if the iris shield is closed, to `gate.iris-shield-material` (default iron block) instead, blocking travel even though the gate is actively connected. It auto-closes after `dialing.open-seconds`, switching back to the idle material either way. - Walking into the event horizon teleports you to the connected gate, arriving just clear of its iris (never inside it - that would immediately teleport you right back) and still facing whatever direction you were already walking, so entering forward always means exiting forward. - **Right-click a button placed directly below the sign** toggles the iris shield. Closing it never needs anything extra. If the gate has a pin set (`/sg pin `), opening a closed shield prompts you to type the code in chat within `gate.pin-timeout-seconds` before it'll open. ## Multi-world Gates are addressed by network name, not world — a gate on any loaded world can dial any other gate on the same network regardless of world, exactly like same-server cross-world travel in the original Stargate mod. ## Cross-server (Velocity / Bungee) 1. Set `storage.type: mysql` in every backend server's `config.yml` and point them at the **same** database — this is how servers see each other's gates. 2. Give each backend a unique `server-id` in `config.yml` that matches its name in the proxy config (`velocity.toml` / `config.yml` servers list). 3. Set `cross-server.enabled: true` on every backend. 4. Drop `stargate-velocity` (or `stargate-bungee`) into the proxy's plugin folder. When a player dials a gate hosted on another backend, the Paper plugin asks the proxy (over the `stargate:teleport` plugin channel) to connect the player to that server; once they land, the proxy forwards a delivery message so the destination server's Stargate instance teleports them to the gate's exit point. ## Permissions - `stargate.use` (default: true) — dial/cycle gates - `stargate.create` (default: op) — build new gates - `stargate.destroy` (default: op) — break your own gates - `stargate.admin` (default: op) — reload, break/manage any gate ## Commands - `/sg list [network]` - `/sg networks` - `/sg destroy` (look at a gate's sign) - `/sg pin ` (look at a gate's sign) — requires that code in chat before a closed iris shield will open on that gate - `/sg reload`