CreativeGates3
3.4.3The CreativeGates plugin recontinued - create custom teleportation gates with ease!
3.4.3latestSep 24, 2026 This is the official release of version 3.4.3 of CreativeGates. Be sure to also download the new MassiveCore from the GitHub release! IMPORTANT: Pay special attention to the changes to permissions! Here is a list of updates included in this version: New Features: · Added support for ALL blocks to be used as gate fill blocks. This can now be set on a per-gate basis. When a gate is being created, players will be prompted to select the gate fill block to use. The list of blocks that can be used can be configured on the server, then players can select one of those as their fill block. · Players must have the new creativgates.setgatefill permission (granted by default with creativegates.*). · The list is configured through the settings allowedGateTypes and allowedHorizontalGateTypes. · For new servers, the list of default blocks will be set to: · NETHER_PORTAL · END_GATEWAY · WATER · LAVA · POWDER_SNOW · ICE · SCULK_VEIN · SCULK · For existing servers, your list will only include NETHER_PORTAL (or WATER if previously configured). You may add any additional blocks. · This is configurable through /cg config or by modifying the config file. · Horizontal Gates now support nether portal blocks! Note that there are some minor animation glitches with this that can occur (as Minecraft never intended to display nether portals in that orientation). · The useLavaInNether setting has been renamed to replaceWaterWithLavaInNether. This allows you to set WATER as a supported gate type, and have that be replaced with LAVA in the Nether only (in case you didn't want LAVA to be selectable in the overworld but also don't want WATER selectable in the Nether). · While highly unlikely this would occur, we now prevent drowning in WATER gates. · CreativeGates now emit light (same light level as vanilla Nether Portals) - with one exception... if you use WATER, it will not be lit, and if you use LAVA, it will be brighter than other block types. · Added support for using Particles as the fill for gates instead of blocks. A large list of particles will be enabled by default, but you can modify that list (add/delete) using any valid Particle name. · If the player has the new creativegates.setfillparticlecount permission (granted by default with creativegates.*), players will also be able to set the amount of particles the gate spawns in the fill area (min/default/max are configurable at the server level). · The list of available particle types can be configured through the settings allowedGateParticleTypes and allowedHorizontalGateParticleTypes. · The minimum, maximum, and default amount of particles can be configured through the settings gateFillParticleAmountMin, gateFillParticleAmountMax, gateFillParticleAmountDefault. · Revamped the gate creation flow to now use Dialogs (on supported Minecraft versions) - on older versions, it will use a Chest-based GUI instead. · When creating a new gate, players will be prompted to select the gate fill block (or particle), using a dialog user interface (custom clickable menu system). · Added a new command /cg inspect - this does the same thing as the Inspect tool (Blaze Powder by default). This (and the tool) is now tied to the permission creativegates.cg.inspect. Granted by default with creativegates.*. · To use this command, simply look at a gate/gate frame and run the command. · On this note, the information displayed is now enhanced and will now be displayed in a paginated view similar to the /f perm or /f flag commands for instance. Information included on inspect includes: · The gate owner · The gate network name · The number of gates in said network · The various gate settings, such as secret status, entry/exit mode, types of entities that can use the gate (see below for more details) · Added a new command /cg manage - this does the same thing as the gate Manage tool (previously known as the "mode" tool - defaults to Blaze Rod). This (and the tool) is now tied to the permission creativegates.cg.manage. Granted by default with creativegates.*. · To use this command, simply look at a gate/gate frame and run the command. · This command (or tool) will now open a Dialog (on supported Minecraft versions) - on older versions it will use a chat-based interface instead (similar to the /f flag manage or /f perm manage commands). · This didn't change but - users can only manage gates they own (unless in admin override mode - see below). · The UI will present options for changing gate settings including: · Secret status · Entry/Exit Modes · Types of entities that can use the gate · If the player has permission, the gate fill blocks/particles · Because the manage command/tool now can modify secret status and the inspect command/tool now displays the secret status, the separate tool for setting the secret status (which defaulted to Magma Cream) has been removed. We now have an inspect tool and a manage tool, that's it. · Added support for enabling/disabling specific entities from using CreativeGates (controlled on a per-gate basis). The list of currently supported options includes: · Players · Mobs (yes, mobs can now go through CreativeGates!) · Vehicles (boats, minecarts) · Added a new command /cg tool - this toggles the ability to use the manage/inspect tools on and off. If disabled, right clicking with these tools on gates would not work until re-enabled. This command is tied to the permission creativegates.cg.inspect. Granted by default with creativegates.*. · Added a new command /cg override - this toggles Admin Override mode, allowing administrators the ability to manage any other player's gates. This works very similar to Factions Override mode (same concept/idea). This command is tied to the permission creativegates.cg.override. Granted by default with creativegates.admin.* (new admin-specific wildcard). · While in override mode, players will ignore most restrictions, including: · They will be able to manage gates they do not own. · They will be able to bypass frame restrictions (requiring specific blocks in the frame). · They will be able to create gates in worlds that are currently disabled for regular users. · A permission creativegates.cg.override.bypass allows players to manage any gate without enabling override mode. This permission must be explicitly granted and is not inherited by any wildcard permissions. · Some permissions that were previously granted with creativegates. have been moved to creativegates.admin.. The full list includes: · creativegates.* (the admin permission grants all the "non-admin" permissions as well) · creativegates.cg.override · creativegates.cg.config · creativegates.cg.world · creativegates.cg.world.list · creativegates.cg.world.delete · Added a new permission creativegates.create.bypassframe which allows · [BUG]: Fixed an issue where the gate creation disabled worlds list was not be checked (so if you disabled gate creation in a world it would not be honored).3.4.2Jun 29, 2026 This is the official release of version 3.4.2 of CreativeGates. Here is a list of updates included in this version: New Features: · Official MC 26.2 support. · You can now use Lava for CreativeGates in the Nether instead of Water · This is controlled through the new setting useLavaInNether. Note that this ONLY works if usingWater is also enabled. Lava just takes the place of Water in the Nether. · A safety check has been added to CreativeGates. If the exit location of a gate is blocked, we will not allow the player to go through. If there are other gates in the network, they will be taken to the next gate in sequence. Otherwise they will see a message letting them know that the gate is blocked. · Horizontal Gates have been added to CreativeGates! · This allows you to place gates on ceilings or floors. · These will automatically be enabled by default. You can disable by setting horizontalGatesEnabled to false. · By default, Horizontal Gates will preserve velocity when you go through them. This means that if you fall through a floor gate at high speed, you will go shooting out the other side (if it is also a horizontal gate). We do not (currently) preserve velocity if you are going out of a regular vertical gate (this may be added later!). · Players will shoot out in the direction of the gate exit block. So when you create the gate, be sure to stand in the spot you want the gate to shoot the player out towards. · This can be disabled by setting horizontalGatesPreserveVelocity to false. · You can think of this similar to the game Portal in how the physics work. However, we do cap the velocity, so there is an upper limit to how fast/high you will shoot out of the gate on the other end. · Note that if the player is not going at a high enough velocity to clear the gate's portal area, they will not go shooting out and will just be placed at the gate exit block. · Note that players will not take fall damage when they go shooting out of a horizontal gate. · Note that Horizontal Gates will always use water/lava as Minecraft does not allow nether portal blocks to work in horizontal rotation. · The teleportation sound is now configurable. This is done through the additional teleportationSound settings. · You can set teleportationSound to any valid sound found here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound… - the default is ENTITY_GHAST_SHOOT · You can modify the pitch and volume with teleportationSoundPitch and teleportationSoundVolume Bug Fixes: · In some cases, the teleportation sound was not playing correctly. This has been fixed. · Sometimes players would be taken to the Nether when using standard portal blocks in their gates instead of water. This occurred mainly when the player was in Creative mode. This should be fixed now. · A longstanding bug (that has been around for years since before I took over maintenance of this) existed where item frames hanging nearby a gate would be broken when the gate was destroyed. This has been fixed. IMPORTANT: Please install the new MassiveCore version as well. You can obtain a copy from the GitHub Release. As always, please Submit an Issue on GitHub if you encounter any bugs or problems. Thanks!3.4.1May 23, 2026 Official release of the updated version of CreativeGates 3 Renewed - updated to work with Minecraft 1.21.x and above! NOTE: You will also need to install MassiveCore. You can obtain a copy of that from the GitHub Release.3.2.2Update 3.2.2May 18, 2019 (Update by Madus - prior to ownership by Ymerejliaf) Bug fixes3.2.1May 13, 2019
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