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Codex Rift Rift Gate

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Rift Gate Assembly

The Rift Gate Assembly is the heart of the complex: a large upright ring in which the rift opens. Its controller is the complex itself. It holds the link list, ticks every process and opens the Rift console. A formed gate becomes a Rift Complex on its own; all other structures are linked to it.

Building

Shown size: 21 wide, 22 high, 3 deep.

Shown size: 21 wide, 22 high, 3 deep.

This plant has a fixed size; the rules on this page say what may differ.

Key Block Count
B Dimensional Casing 251
C Rift Ring Segment 124
D Phase Coil 16
A Quantum Data Port 1
0 Rift Gate Controller 1

Step by step

Each picture adds one layer, from the bottom up; the newest layer is bright. The controller wall faces you on the left.

Step 1: Layer 1

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×19, Quantum Data Port (A) ×1, Rift Gate Controller (0) ×1

Step 2: Layer 2

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×14, Rift Ring Segment (C) ×7

Step 3: Layer 3

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×20, Rift Ring Segment (C) ×11, Phase Coil (D) ×2

Step 4: Layer 4

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×16, Rift Ring Segment (C) ×8

Step 5: Layer 5

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×6, Phase Coil (D) ×4

Step 6: Layer 6

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 7: Layer 7

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×6

Step 8: Layer 8

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 9: Layer 9

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×6

Step 10: Layers 10–11 (identical)

Top-down map of the layer: the yellow bar marks the controller wall.

Place this layer 2 times on top of each other.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 11: Layer 12

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×4, Phase Coil (D) ×4, Rift Ring Segment (C) ×4

Step 12: Layers 13–14 (identical)

Top-down map of the layer: the yellow bar marks the controller wall.

Place this layer 2 times on top of each other.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 13: Layer 15

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×6

Step 14: Layer 16

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 15: Layer 17

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×6

Step 16: Layer 18

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

Step 17: Layer 19

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×6, Phase Coil (D) ×4

Step 18: Layer 20

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×16, Rift Ring Segment (C) ×8

Step 19: Layer 21

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×22, Rift Ring Segment (C) ×11

Step 20: Layer 22

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×7, Phase Coil (D) ×2

Layout

The ring stands upright, facing you when you look at the controller's front. With the default diameter of 21 blocks the gate is 21 wide, 22 high and 3 deep.

  • Plinth: a block of 7 × 3 directly under the lowest ring blocks, at the height of the controller. The controller sits in the middle of the front row. The other six cells of the front row and the seven cells of the back row are port slots (casing or the data port); the middle row is Dimensional Casing.
  • Ring: a band about two blocks wide, three layers deep, starting one block above the plinth. The front and back layers are Dimensional Casing, the middle layer is Rift Ring Segments.
  • Coil nodes: eight Phase Coils on the front face and eight on the back face replace casing in the ring, every 45°: at the top, the bottom, both sides and the four diagonals.
  • Inside: everything inside the ring must be air, in all three layers. No torch, no slab, no water.
  • Corners: the four corners outside the ring are free.
  • Ports: exactly one Quantum Data Port in the front or back row of the plinth.

At the default size the gate needs 124 ring segments, 252 casing (with the 13 port slots), 16 phase coils and the controller. The Rift Build Projector shows every block.

Ring size

The server chooses the diameter with rift.structure.gateDiameter (default 21, allowed 21–31): an odd number from 21 to 31. The gate is then that many blocks wide, one more high, and always 3 deep. The size is the same for every gate on the server. A bigger ring changes nothing in the game; it only looks grander.

Using the controller

  • Right-click opens the Rift console, once the gate is formed and has become a complex. It needs at least the Viewer role in the owner's team. Before that, right-click shows the state of the structure, like every other controller (see Building the complex).
  • Quanta Linker: the gate is the target of every link. Select a structure, a command terminal, a monitor or a map table first, then use the linker on the gate controller, see Linking.
  • The gate does not need to be linked to anything itself: "The gate is the centre of the complex; link the other structures to it."

Becoming a complex

As soon as the gate is formed, it becomes a Rift Complex owned by the player who placed the controller. This does not happen while the gate's outline overlaps a structure of another complex. The new complex shows UNBUILT, then STRUCTURE VALID while the other structures are still missing, see Running the Rift.

Breaking the gate

If the ring breaks while the rift is open, the complex stops with the fault "The Rift Gate ring is broken." When you break the controller, every open console closes, but the complex keeps its data: energy, buffer, jobs, links and program wait for a new gate controller at exactly the same position. Research is kept anyway, it belongs to the owner.

In the world

  • Dialing: lightning crackles between the ring and its centre, and the rift starts to open.
  • Stabilising: the vortex flickers and grows.
  • Open: a swirling vortex fills the ring, tinted in the colour of the target dimension; a glowing rune band turns inside the ring; sparks run along the ring and portal particles drift from the centre. A deep hum sounds every few seconds.
  • Beams: every linked structure sends a beam to the rift while it is open, in its own colour: blue from the Power Injection Array, violet from the towers, green from the Computation Array, yellow from the observatory, orange from the Extraction Array (pale while nothing is extracted). The receiver's beam only shows while the complex extracts. Pulses travel along the beams.
  • Sounds mark every change of state: calibration, standby, dialing, stabilising, opening, shutdown and faults each have their own.

Crafting the controller

Nether Star
→ Rift Gate Controller
Eye of Ender

The controller needs a nether star, an eye of ender, two ring segments, a Resonant Casing and four Advanced Circuits.

Tip

Keep the inside clear The most common reason for a gate that does not form is a single block inside the ring, for example a torch or a scaffolding block left over from building. The error message names the exact position.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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