
Wiki
Duck Blocks Wiki
In-world machines, trigger systems, moving structures, redstone logic, and the public Duck Blocks authoring workflow.
Getting Started
Start here for first boot, the file split, server-wide defaults, and the real saved trigger shape.
In-Game Authoring
Build DuckBlocks live through the admin menu, trigger editor, display editor, and machine-by-machine editor flow.
Placeholders and Context
Understand player context, built-in tokens, and how Duck Blocks hands finished commands into the rest of the server.
Trigger Logic and Motion
Control how DuckBlocks fire, sequence, move, and carry players through the world.
YML File Guides
Jump straight into the reusable preset files that make a large Duck Blocks library maintainable.
Runtime and Troubleshooting
Understand what gets saved, what the carry logs mean, and how to troubleshoot live Duck Blocks cleanly.
Duck Blocks is the in-world machine engine inside Block Arsenal. It turns triggers, clickboxes, displays, redstone reactions, timelines, travel paths, rideable structures, and reusable effects into one practical world-authoring system.
This wiki exists for the builders and server owners who want to move from "that looks useful" into "I know how to bring this live, author with it, and troubleshoot it without losing track of the system."
Start here
If you are brand new to Duck Blocks, use this order:
1. Learn the runtime file split first
Start with first Boot, Trigger Types, and the File Map so you know what belongs in config.yml, duckblocks.yml, animations.yml, effects.yml, and duckblocks-state.yml.
2. Lock down runtime defaults before you build a library
Read config YML: Runtime Defaults and Save Policy before you create a large machine set.
3. Build one clean trigger in the GUI
Use main Menu, Create Flow, and the Admin Command Surface and trigger Editor, Core Controls, and Machine Layout to prove one machine works end to end.
4. Learn activation and command context
Before you mix click triggers, nearby checks, redstone, and player-sensitive automation, read:
- activation Sources, Redstone, and Player Proximity
- placeholders, Player Context, and Command Handoffs
5. Add choreography after the machine already works
Move into:
- animations, Effects, and the Timeline Orchestrator
- travel Paths, Walkable Platforms, and Rideable Structures
- travel GUI, Path Builder, Waypoints, and Carry
What Duck Blocks can cover
Duck Blocks can stay simple:
- a clickable button that runs a command
- a display prop that fires one sound and one particle burst
- a redstone trigger that reacts once when power turns on
It can also stretch into much larger authored systems:
- moving elevators, trains, ships, and floating structures
- rideable platforms and travel paths
- timeline-driven machines and scripted set pieces
- display-heavy props with their own motion, hitboxes, and effects
- world logic that reacts to nearby players, counts, or redstone edges
The file map that matters most
These are the files most builders keep returning to:
config.ymlfor runtime defaults, save cadence, clickbox defaults, animation cadence, and global behaviorduckblocks.ymlfor the trigger library itselfanimations.ymlfor reusable motion presetseffects.ymlfor reusable sounds, particles, and combo presetsduckblocks-state.ymlfor saved runtime state and persistencecommands/*.txtfor reusable command bundles you want to inject withadd-from-file
Duck Blocks gets much easier to manage once you start treating those as one coherent machine pipeline instead of a random set of files.
Documentation map
Getting Started
- first Boot, Trigger Types, and the File Map
- config YML: Runtime Defaults and Save Policy
- duckblocks YML: Trigger Layout and Live Examples
In-Game Authoring
- main Menu, Create Flow, and the Admin Command Surface
- trigger Editor, Core Controls, and Machine Layout
- command Authoring, Books, Command Files, and
db:Action Lines - displays, Hitboxes, and ModelEngine
Trigger Logic and Automation
- activation Sources, Redstone, and Player Proximity
- redstone Advanced, Edge Modes, Range, and Player Context
- placeholders, Player Context, and Command Handoffs
- animations, Effects, and the Timeline Orchestrator
- travel Paths, Walkable Platforms, and Rideable Structures
- travel GUI, Path Builder, Waypoints, and Carry
- batch Tools, Presets, and Nearby Mass Edits
Runtime and Troubleshooting
Recommended order
If you are bringing Duck Blocks onto a live server
- first Boot, Trigger Types, and the File Map
- config YML: Runtime Defaults and Save Policy
- admin Runtime, State, and Live Troubleshooting
If you are building your first practical machine
- main Menu, Create Flow, and the Admin Command Surface
- trigger Editor, Core Controls, and Machine Layout
- activation Sources, Redstone, and Player Proximity
If you are moving into larger motion or map systems
- animations, Effects, and the Timeline Orchestrator
- travel Paths, Walkable Platforms, and Rideable Structures
- displays, Hitboxes, and ModelEngine
Quick help
If a trigger is not firing, a nearby check is misbehaving, or a moving structure feels unstable, jump straight to admin Runtime, State, and Live Troubleshooting.

