One-way travel bug: the exit point landed players directly inside the destination gate's own iris footprint. Since dialing opens both ends, arriving there immediately re-triggered the teleport listener and bounced them straight back - reading exactly like one-way travel. GateManager.computeSafeLanding now nudges the landing spot along the player's travel direction until it clears the destination's iris blocks, and GateTeleportListener adds a short per-player cooldown as a second guard against re-trigger. Same-server teleports now also preserve the player's exact yaw/pitch and velocity instead of forcing a fixed stored orientation, so entering forward always means exiting forward; the cross-server plugin-messaging protocol was extended to carry yaw/pitch through the proxy hop for the same reason. Iris rework to match SG-1 rather than a binary open/closed gate: - Idle (not connected): iris-idle-material, default AIR - you see straight through an inactive ring, not a wall. - Connected: iris-open-material (WATER, the event horizon) unless the gate's separate iris shield is closed, in which case iris-shield-material (IRON_BLOCK) blocks travel even though the wormhole is active. - A button placed directly below the control sign toggles the shield (GateIrisButtonListener). Closing needs nothing; opening a gate with a pin code set (/sg pin <code>) prompts the player to type it in chat within gate.pin-timeout-seconds first. Also: gate.chevron-lit-material default changed from gilded blackstone to glowstone per feedback.
5.8 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.
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.
- Build the ring.
- 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.
- 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-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, togate.iris-shield-material(default iron block) instead, blocking travel even though the gate is actively connected. It auto-closes afterdialing.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 <code>), opening a closed shield prompts you to type the code in chat withingate.pin-timeout-secondsbefore 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)
- 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 networks/sg destroy(look at a gate's sign)/sg pin <code|clear>(look at a gate's sign) — requires that code in chat before a closed iris shield will open on that gate/sg reload