A one-block-thick ring standing free (nothing built behind it, like every reference screenshot) has open air directly in front of and behind the interior. The iris/interior flood-fill searched all 6 directions, so it always escaped through that open air and flooded the surrounding world instead of staying inside the ring - reliably producing "interior isn't fully enclosed" regardless of how sound the ring actually was. Fixed by detecting which world axis the ring is thinnest along (same idea already used for chevron placement) and restricting both the interior candidate search and the flood itself to the other two axes, so it can only explore within the ring's own plane. Also fixed iris material semantics per feedback: the interior is no longer just air when idle. gate.iris-material is now split into iris-closed-material (default BEDROCK - solid, blocks all passage) and iris-open-material (default WATER, the event horizon), applied at link time, on open/close, and after a restart re-scan.
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 gilded blackstone) 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.
- Build the ring.
- 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:
hiddento keep it out of the cycle list,fixed:GateNameto lock this gate to always dialGateName(no right-click cycling), or blank
- Line 1:
- The sign will show "Punch the gate (30s)". Within
gate.link-timeout-seconds, left-click (punch) any frame block, withingate.max-link-distanceof 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-closed-material(default bedrock - solid, nothing can pass through a closed/idle gate) togate.iris-open-material(default water, the "event horizon"). Walk into it to teleport. It auto-closes afterdialing.open-seconds, switching the interior back to bedrock.
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)
- Set
storage.type: mysqlin every backend server'sconfig.ymland point them at the same database — this is how servers see each other's gates. - Give each backend a unique
server-idinconfig.ymlthat matches its name in the proxy config (velocity.toml/config.ymlservers list). - Set
cross-server.enabled: trueon every backend. - Drop
stargate-velocity(orstargate-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 gatesstargate.create(default: op) — build new gatesstargate.destroy(default: op) — break your own gatesstargate.admin(default: op) — reload, break/manage any gate
Commands
/sg list [network]/sg destroy(look at a gate's sign)/sg reload