Round/octagonal rings built the normal Minecraft way step diagonally at the corners - two frame blocks touching only edge-to-edge, not face-to-face. The scanner only checked the 6 face-adjacent neighbours, so those blocks were treated as disconnected fragments and the whole ring failed to register (or only a fraction of it did). Frame discovery now flood-fills using all 26 surrounding offsets instead of just the 6 faces. The geometric chevron walk needed the same fix - its in-plane adjacency now checks 8 directions (orthogonal + diagonal) instead of 4, so stepped rings still produce a clean single-loop walk instead of falling back to evenly-spaced chevrons. Interior/iris flood-fill is intentionally left orthogonal-only: since it only ever moves face-to-face, a diagonal-only frame corner already blocks it from slipping past, so enclosure detection didn't need to change.
4.3 KiB
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.
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 fills with
gate.iris-material(default water). Walk into it to teleport. It auto-closes afterdialing.open-seconds.
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