Files
Stargate/README.md
T
Michael Burgess fe3b2b0f14 Revert to flexible flood-fill scanning with geometric chevron placement
The exact-template approach from the last commit over-fit to the
sample ASCII diagram, which was meant to teach the target shape, not
be matched literally cell-for-cell. Back to flood-filling any
connected, fully-enclosed ring the builder makes (any size/shape), but
chevrons are no longer evenly spaced by scan order - the scanner walks
the ring in geometric order and marks local maxima of distance from
the interior's centroid, i.e. the blocks that stick out further than
their ring-neighbours. That's where a real Stargate's chevrons sit
(the 11-wide reference ring naturally produces 7 this way: the top
apex, four shoulder elbows, two side bumps), without hardcoding a
specific size.

Falls back to the old evenly-spaced picker only if the ring isn't a
simple single-thickness loop (each frame block should have exactly
two in-plane neighbours) so odd/thick builds still work.

gate.max-frame-blocks/max-iris-blocks/min-frame-blocks are back;
gate.template is gone.
2026-08-09 10:57:00 -04:00

4.1 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.

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