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Brama — Medieval Gates
Minecraft 1.20.1 · Forge
Castle gates that are actually gate-sized. Lay out a wall of blocks, hit it with a Gate Hammer, and they lock together into one working gate — up to 7 wide and 9 tall — that swings, lifts or falls as a single piece.
Four gates
Medieval Gate — timber double gate, two leaves hinged on the outer edges. Axe.
Portcullis — iron grate that winches straight up, clearing two thirds of its height so the doorway opens without the grate ever leaving its slot. Pickaxe.
Drawbridge — a deck hinged along its bottom edge. Raised it seals the gateway; lowered it's a walkable bridge on chains. The only gate whose blocks physically relocate as it moves, because a bridge has to lie somewhere its own doorway isn't.
Bascule Drawbridge — the later design. Counterweighted beams pivot above the gateway and chain down to the deck's far corners, so beams and deck swing together as one linkage.
Building
Lay a solid rectangle of gate blocks flat against one axis, right-click with a Gate Hammer. Hit it again to take it apart.
Eleven footprints: 2x3, 3x3, 3x4, 3x5, 4x4, 4x6, 5x3, 5x5, 5x7, 7x7, 7x9 — and you can restrict which are buildable in config.
Sieges
Gates don't shatter in one hit. They wear down in stages (up to five, per type), and the whole gate degrades together so you can read how close it is to falling.
- Explosions cost a stage instead of blowing a hole. Creepers can be made harmless while TNT still works.
- Battering rams and other siege mods work out of the box. Any outside force removing part of an assembled gate costs it a stage and puts the block back — including WorldEdit and machinery from mods this one has never heard of. Neither side needs to know about the other.
Ownership
Whoever assembles a gate owns it. By default only they can open it.
| Command | Effect |
|---|---|
/gate trust <player> |
Let someone open it |
/gate untrust <player> |
Take it back |
/gate trust team <team> |
Trust a scoreboard team |
/gate op <player> |
Co-owner — can edit trust and disassemble |
/gate unop <player> |
Remove a co-owner |
/gate info |
Owner, co-owners, trusted players and teams |
Every command applies to the gate you're looking at — no coordinates, no selection. Operators bypass everything at a configurable permission level, and the whole system can be switched off.
Mobs understand drawbridges
A lowered drawbridge registers as a safe walkway to pathfinding, so villagers and animals cross it instead of walking round. Raise it and they route away again. Works for mobs from other mods too, with no patching on either side.
Configuration
Server-side and per-world, so it syncs to clients and travels with the save.
Per gate type — damage stages, mining hardness (assembled and loose), blast resistance while protected and while vulnerable, opening speed.
Shared — buildable sizes, hammer durability, how outside forces are handled, ownership rules, admin level, explosion behaviour.
Built to be reskinned
Every texture and model is replaceable by an ordinary resource pack — no code, nothing to register.
One image covers a whole gate rather than tiling per block, and packs can supply art per gate size at full resolution (48×48 for a 3x3, 112×144 for a 7x9). Replace one base texture and it applies everywhere; supply sized files and those take over. Models are Blockbench-editable JSON, and body models carry shape only — their UVs are ignored, so the mapping follows whatever you build. Full docs ship inside the jar at assets/brama/readme.md.
Recipes
| Item | Cost | Makes |
|---|---|---|
| Medieval Gate | 6 logs + 3 iron | 4 |
| Portcullis | 8 iron + 1 chain | 4 |
| Drawbridge | 7 logs + 2 chains | 4 |
| Bascule Drawbridge | 5 logs + 4 chains | 4 |
| Gate Hammer | 5 iron + 2 sticks | 1 |
Blocks come four at a time because gates are built by the dozen — but a full castle gate is a serious investment, and a 7x9 portcullis is the most expensive thing in the mod by a distance.
thanks exo for the textures <3
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