
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 has three different motion-and-feedback layers. Keeping them separate is the key to building machines that feel useful without turning the config into a mess.
The three layers
Animations
Animations are lightweight motion behavior attached directly to one DuckBlock's visual.
Use them for:
- floating props
- spinning collectibles
- pop-in and pop-out emphasis
- nearby-only movement that wakes up when players approach
Effects
Effects are the db: internal action lines and the preset library built on top of them.
Use them for:
- sounds
- titles and action bars
- particles
- particle shapes such as rings, spirals, beams, cubes, and shockwaves
- quick display actions like hide, show, scale, or text swaps
Timelines
Timelines are the sequence layer.
Use them when you want:
- a staged cinematic reveal
- repeated nearby ambience
- a click or redstone event that runs multiple steps in order
- a machine that feels scripted instead of instant
When to use each layer
If the effect should happen every tick or as a simple idle motion, use animations.
If the effect should happen once as a sound burst, particle line, or message, use effect lines.
If the effect should happen in steps with waits, loops, or repeated triggers, use a timeline.
Timeline triggers
The live Duck Blocks timeline layer supports these trigger styles:
CLICKREDSTONEACTIVATEALWAYSNEARBY
That split matters:
ALWAYSis for constant loopsNEARBYis for ambience that should only run when players are nearCLICK,REDSTONE, andACTIVATEare for event-driven sequences
Timeline step types
The current public step families are:
EFFECT_LINESPIN
EFFECT_LINE is the workhorse. It lets you sequence any internal effect line or preset-driven behavior. SPIN is the dedicated visual rotation step.
Example: a nearby energy pedestal
This live-style timeline shape is a good example of a nearby loop:
timelines:
- name: Nearby Energy Ring
enabled: true
trigger: NEARBY
loop: true
loopDelayTicks: 20
range: 5.0
steps:
- type: EFFECT_LINE
waitTicks: 0
line: "db:particlefx ring ELECTRIC_SPARK 1.3 96 0.90 0.0"
- type: EFFECT_LINE
waitTicks: 0
line: "db:particlefx ring ELECTRIC_SPARK 1.5 110 1.20 0.0"
- type: EFFECT_LINE
waitTicks: 0
line: "db:sound ITEM.ARMOR.EQUIP_GOLD vol=1.15 pitch=1.20 range=20"That is much cleaner than hard-wiring the same sound and particle burst into several different blocks manually.
Building multi-block machines
Duck Blocks become much more useful when you treat one block as a coordinator and the others as specialists.
A common structure is:
- one visible control block players interact with
- one or more hidden logic blocks for redstone or timing
- one moving block or platform for travel
- one effect-heavy block for ambience or spectacle
The coordination path can be:
- console commands
- player commands
- redstone state changes
- waypoint actions
- matching preset libraries in
animations.ymlandeffects.yml
That means you do not need to cram every function into one trigger.
Good authoring order
- Build the trigger and confirm it fires.
- Add one effect line.
- Add one animation if the prop needs idle motion.
- Only then add a timeline if the machine needs sequencing.
- Split large machines across multiple cooperating DuckBlocks instead of forcing one trigger to do everything.

