Gyre
A gold-and-iron wheel on a faith island. Emerald turns the ship 90 degrees clockwise, redstone counterclockwise. The drawing stays.
Pattern
Hover a tile to name it. Reading pattern diagrams explains the symbols.
- Air or a Tier 0 block × 12Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Iron Block × 8stays after use
- Gold Block × 4stays after use
- Emerald Block or Redstone Block × 1stays after useTakes Emerald Block, Redstone Block.
/runic buildplaces Emerald Block.
How it works
Gyre turns an island a quarter turn on the spot. Build the gold-and-iron wheel on the island around an emerald block or a redstone block, and right-click that key. An emerald turns the island clockwise, a redstone block turns it counterclockwise. Skyhold turns ninety degrees. The wheel remains.
The pattern stays, so you can turn the island again a second later. Click sooner and the island waits. The ship is still settling from its last Gyre.
Good to know
- The island turns about its centre column.
- It will not turn through active Transport Rings or a Domain you do not hold.
- A block of diamond on the island pins it in place.
- A Danger Ward keeps Gyre cold inside its sphere.
See Faith islands.
Configuration
These are the defaults in plugins/Runic/runes/gyre.yml. Every rune file also carries the shared settings described in Rune files.
| Setting | Default | What it does |
|---|---|---|
animate | true | When true, the island moves over multiple ticks. When false, it relocates in one step. |
volumetric-transfer | true | When animate is on, scale transfer duration to moved block volume. When false, the wave uses a fixed 2-second (40-tick) duration. |
glass-shells | true | When true, a temporary glass shell appears around the island while it turns. |
blocks-per-tick | 250 | Blocks moved per game tick while the transfer is animated. |
cooldown-ticks | 20 | Ticks before the same faith island may Gyre again. |
Messages
11 messages this rune can show
| Key | Default text |
|---|---|
pattern-outside | The whole Gyre must stand within a faith island's reach. |
island-unloaded | The island's world is not loaded. |
in-transit | A faith transfer is already underway. |
transport-rings-busy | Gyre will not turn through active Transport Rings. |
cooldown | The ship is still settling from its last Gyre. |
domain-blocked | Gyre will not turn through a Domain you do not hold. |
diamond-anchored | Diamond anchors pin this island — Gyre will not turn it. |
too-heavy | {island} holds too much earth to turn. |
fail | The island will not turn — overlapping magic or land bars the Gyre. |
departing | {island} begins to turn… |
success | {island} turns ninety degrees. The wheel remains. |