Skip to main content
Duck Blocks wiki

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.

Placeholders and Context

Understand player context, built-in tokens, and how Duck Blocks hands finished commands into the rest of the server.

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.

Getting StartedWiki home

Duck Blocks Wiki Home

Overview of the Duck Blocks wiki and the files that matter most for builders and server owners.

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:

5. Add choreography after the machine already works
Move into:

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.yml for runtime defaults, save cadence, clickbox defaults, animation cadence, and global behavior
  • duckblocks.yml for the trigger library itself
  • animations.yml for reusable motion presets
  • effects.yml for reusable sounds, particles, and combo presets
  • duckblocks-state.yml for saved runtime state and persistence
  • commands/*.txt for reusable command bundles you want to inject with add-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

In-Game Authoring

Trigger Logic and Automation

Runtime and Troubleshooting

If you are bringing Duck Blocks onto a live server

If you are building your first practical machine

If you are moving into larger motion or map systems

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.