Laser Solidifier
The Laser Solidifier is a component that converts laser beams into solid stained glass blocks. When activated, it places colored stained glass blocks at the positions of laser particles emitted by its targeted emitters (laser senders and/or concentrators). When deactivated, all solidified blocks are restored to their original state.
How it works​
- Place a Laser Solidifier in an area.
- Select one or more target emitters — laser senders and/or concentrators — using the component's menu or shortcut bar.
- When the solidifier is activated (based on its conditions), it periodically scans the laser particles in the area.
- For each particle emitted by one of the targeted emitters, the solidifier places a stained glass block matching the laser's color at the particle's block position.
- If the laser moves or disappears, the solidified blocks are updated accordingly.
- When the solidifier is deactivated, all solidified blocks are removed and the original blocks are restored.
Target Emitters​
The solidifier only solidifies lasers emitted from its targeted emitters. Both laser senders and concentrators can be selected as targets: selecting a concentrator solidifies the beam it produces from its merged input colors, independently of what its upstream senders emit. This allows multiple solidifiers to operate independently on different parts of an optical chain in the same area.
Lasers that pass through mirrors, prisms, reflecting spheres, filtering spheres, or concentrators still retain their origin emitter information, so the solidifier correctly tracks beams across the entire optical chain. A beam emerging from a concentrator carries both the upstream senders' IDs and the concentrator's own ID — targeting either level will catch it.
Conditions​
The Laser Solidifier supports all standard conditions (permanently enabled, player detection, redstone, laser receivers, redstone sensors, locks).
Crossing Lasers​
When two solidified lasers of different colors cross at the same block:
- One after the other (the common case): the first laser to reach the intersection places a stained glass block of its color; the second laser is then filtered by that glass when it later arrives. If the glass color absorbs the incoming laser (for example a red glass block facing a blue laser), the second laser stops at the intersection and the glass keeps the first laser's color.
- At the exact same tick (rare): when both lasers reach the intersection simultaneously, the glass color is the additive fusion of both laser colors (for example red + blue = magenta). This requires both beams to physically arrive on the same tick, which usually only happens with mirrored geometries activated together.
- A single laser with a periodic color change: the new color placed by the freshly emitted particle replaces the previous color along the beam without being filtered by the glass the previous particle left behind.
Lighting​
When laser lighting is enabled on the server (the laser_light config option), a solidified beam keeps lighting its surroundings: light is emitted in the air cells adjacent to the glass tube, since the glass block itself cannot hold the beam's light at its own position. A solidified corridor therefore stays as bright as the original beam instead of going dark.
A few details worth knowing:
- The glow follows the tube wherever there is open air next to it; sides pressed against a wall stay unlit, so the light never leaks into solid blocks.
- The lighting briefly lags the glass by a fraction of a second when a tube first appears, moves, or is removed — it always catches up on its own.
- Where two solidified beams of different colours merge into a single glass block, that exact cell is not lit, but the rest of each tube still is.
- This only applies to glass placed by the Laser Solidifier. A laser crossing permanent stained glass placed by a level builder is not lit around it.
Interaction with Portals​
When solidified glass blocks coexist with the Portal Gun:
- Placement order independence: whichever is set up first — the laser solidification or the portal — a portal placed on a Portal Surface is not blocked by existing solidified glass in the air space in front of it, and conversely a laser that is already solidifying is correctly teleported through a portal placed later on its path.
- Laser continuity: the laser continues to solidify along its trajectory right up to the portal it enters, and resumes solidifying from the exit portal. The approach block of a traversed portal is therefore always filled with stained glass.
- Walking into a floor portal through solidified glass: if a solidified glass block sits on top of a floor portal, a player standing on it is one block above the portal surface. To enter the portal in that situation, the player must crouch (sneak) and walk into the portal's footprint — walking normally while elevated does not trigger teleportation.
- Teleporting out near solidified glass: when a player is teleported through a portal whose exit sits on the path of a solidified laser, the exit position is automatically shifted along the exit normal so that the player lands on top of the solidified glass block instead of inside it.
- Permanent glass: this lenient treatment only applies to stained glass placed by the Laser Solidifier (managed temporary blocks). Permanent stained glass placed by a level builder still blocks portal placement and stops the laser normally.
Crash Recovery​
If the server crashes while solidified blocks are placed, the plugin automatically restores the original blocks when the affected chunks are loaded. This crash-resilient mechanism also applies to LIGHT blocks placed by the laser lighting system.
Properties​
| Property | Value |
|---|---|
| Component type | LASER_SOLIDIFIER |
| Blocks laser | Yes (opaque) |
| Colorable | No |
| Rotatable | No |
| Conditions | Yes |
| Player modifiable | Yes |