
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 can fire from much more than a click. The activation system is the reason the plugin can behave like a machine engine instead of a simple button tool.
The activation families
Direct player interaction
CLICKACTIVATE
Use these when a player intentionally uses the block.
Continuous or loop-style behavior
ALWAYSPLAYER_STAY_RADIUS
Use these when the machine should keep doing something while conditions remain true.
Redstone-driven behavior
REDSTONE_ONREDSTONE_OFFREDSTONE_PULSE
Use these when the machine should react to circuitry instead of direct interaction.
Proximity and player-count behavior
PLAYER_ENTER_RADIUSPLAYER_EXIT_RADIUSPLAYER_COUNT_AT_LEASTPLAYER_COUNT_AT_MOSTPLAYER_COUNT_EXACT
Use these when the block should respond to traffic, crowds, or presence.
Where these activation rules show up
In the current public build, activation logic appears in several practical places:
- normal trigger interaction
- redstone-driven machines
- timeline triggers
- travel start rules
- ModelEngine action rules
That is why learning activation once pays off everywhere else in Duck Blocks.
The rule fields that shape activation
The activation-rule layer is built around a small set of practical fields:
rangeplayerCountcooldownMshysteresisTicks
These matter because they stop proximity logic from becoming noisy or unstable.
Redstone settings that matter most
Duck Blocks uses event-driven redstone behavior. The practical controls are:
- enabled or disabled
- edge mode
- debounce
- per-player targeting
- range
- max targets
- skip if empty
- require player placeholder
- anchor selection
The detailed tuning page for those controls is redstone Advanced, Edge Modes, Range, and Player Context.
What each redstone control really does
Edge mode
Choose whether the block should react on:
- power-up only
- power-down only
- both changes
Debounce
This is the safety delay that stops noisy or rapidly flickering redstone from firing too often.
Per-player and range
Use these when the redstone machine should execute once for each nearby player instead of once globally.
Skip-if-empty
Use this when a per-player redstone flow should do nothing if nobody is in the target area.
Require player placeholder
Use this safeguard when the machine only makes sense if the command flow actually has a real player context.
Good use cases
A simple adventure-map button
Use CLICK with a cooldown.
A piston door or signal machine
Use REDSTONE_ON or BOTH with a sensible debounce.
A room ambience machine
Use PLAYER_ENTER_RADIUS, PLAYER_EXIT_RADIUS, or a NEARBY timeline.
A crowd-gated objective
Use PLAYER_COUNT_AT_LEAST or PLAYER_COUNT_EXACT with hysteresis so the machine does not flap on every tiny count change.
ModelEngine note
ModelEngine action rules use the same activation-rule philosophy. That means once you understand the activation surface here, the ModelEngine action layer becomes much easier to reason about.

