Files
Stargate/README.md
T
Michael Burgess 282c8cfdbb Fix frame flood-fill to follow diagonal (stepped) ring connections
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.
2026-08-09 11:04:20 -04:00

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.

  1. Build the ring.
  2. 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
  3. 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 fills with gate.iris-material (default water). Walk into it to teleport. It auto-closes after dialing.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)

  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 destroy (look at a gate's sign)
  • /sg reload