Repository navigation
Codex Rift Rift Gate

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.

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

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

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

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

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

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

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

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

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

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

Place this layer 2 times on top of each other.
Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

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

Place this layer 2 times on top of each other.
Parts in this step: Dimensional Casing (B) ×8, Rift Ring Segment (C) ×4

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

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

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

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

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

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

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

Parts in this step: Dimensional Casing (B) ×12, Rift Ring Segment (C) ×7, Phase Coil (D) ×2
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.
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.
- 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."
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.
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.
- 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.
| Nether Star | ||||
| → |
||||
| 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
- Welcome to QNet
- The First Machines
- Tiers and Components
- Energy, Fluids and Gases
- Building Plants
- The Quanta Linker
- Teams and Rights
- Upgrades and Plant Modules
Energy
- Energy Overview
- Basic Dynamo
- Thermoelectric Generator
- Stirling Generator
- Geothermal Heat Exchanger
- Solar Array
- Wind Turbine
- Solar Thermal Field
- Industrial Boiler
- Steam Turbine
- Gasifier
- Natural Gas and the Gas Derrick
- Gas Engine
- Gas Turbine
- Fission Reactor
- Nuclear Fuel Cycle
- Advanced Reactor Model
- Centrifuge Cascade
- Tokamak
- Little Star
- Micro Black Hole Plant
- Hawking Reactor
- Capacitor Bank
- Battery Hall
- Molten-Salt Store
- Gravity Store
- SMES
- Dimensional Store
- Process Heat
- Electric Heater and Heat Exchanger
- Incidents and Safety
- Radiation
Processing
- Crusher
- Induction Furnace
- Metal Former
- Assembler
- Plant Processor
- Farming Station
- Tree Harvester
- Electrolyzer
- Air Separator
- Chemical Reactor
- Industrial Centrifuge
- Crystallizer
- Tunnel Furnace
- Foundry
- Chemical Plant
- Assembly Complex
- Agricultural Facility
- Particle Facility
- Quantum Facility
- Matter Reconstructor
- Deep Core Extractor
- Plant Speed Modules
- Materials and Recipes
Rift
- The Rift
- Building the Complex
- Structure Parts
- Rift Gate Assembly
- Power Injection Array
- Stabilization Tower
- Coordinate Computation Array
- Dimensional Observatory
- Extraction Array
- Matter Receiving Facility
- Linking the Complex
- Running the Rift
- The Rift Console
- Research and Signals
- The Research Tree
- Mining
- Sectors and Diminishing Returns
- The Job Program
- Rift Map Table
- Command Terminal and Monitors
- Rift Materials
Storage
- The Storage Network
- Storage Controller
- Storage Units
- Storage Access Terminal
- Storage Interface
- External Storage Interface
- Bulk Tank
- Warehouse
- Linking Storage
Logic
Reference
Items and Blocks
- Advanced Circuit
- Ash
- Basic Circuit
- Bio Fertilizer
- Biomass
- Block Die
- Block Mold
- Casting Basin
- Charged Quantum Crystal
- Coal Dust
- Conductive Alloy Ingot
- Conveyor
- Copper Coil
- Copper Dust
- Copper Plate
- Copper Wire
- Creative Battery
- Creative Gas Tank
- Deepslate Lead Ore
- Deepslate Lithium Ore
- Deepslate Uranium Ore
- Efficiency Upgrade
- Emergency Vent
- Energy Cell
- Energy Transformer
- Exotic Matter
- Field Emitter
- Field Stabilizer
- Fluid Tank
- Gas Compressor
- Gas Tank
- Gear Die
- Gear Mold
- Generator Coil
- Gold Dust
- Gold Plate
- Heat Exchanger Tubes
- Induction Coil
- Industrial Frame
- Ingot Mold
- Iron Dust
- Iron Plate
- Irradiated Residue
- Laser Optic
- Block of Lead
- Lead Ingot
- Lead Ore
- Lithium Carbonate
- Lithium Dust
- Lithium Ore
- Machine Frame
- Nugget Mold
- Parallel Upgrade
- Pattern Card
- Plant Fiber
- Plate Die
- Plate Mold
- Polymer Sheet
- Precision Alloy Ingot
- Precision Frame
- Pump
- Quanta Linker
- Quantum Crystal
- Quantum Frame
- Quantum Processor
- Range Upgrade
- Raw Lead
- Raw Lithium
- Raw Uranium
- Refractory Bricks
- Rod Die
- Rod Mold
- Rotor Blade
- Rotor Shaft
- Sensor Module
- Servo Motor
- Silicon
- Silicon Boule
- Silicon Wafer
- Solidified Melt
- Speed Upgrade
- Stabilized Matter
- Steel Blend
- Steel Dust
- Steel Gear
- Steel Ingot
- Steel Plate
- Steel Rod
- Superconductor Wire
- Uranium Dust
- Uranium Ore
- Wire Die
- Yield Upgrade