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.

Trigger Logic and Motion

Batch Tools, Presets, and Nearby Mass Edits

Mass-edit nearby DuckBlocks safely when a whole machine lane needs shared presets, cooldowns, redstone, or visibility changes.

Batch Tools are the admin shortcut for cleaning up an area full of DuckBlocks without opening every trigger one by one.

What Batch Tools actually do

The current Batch Tools menu is built around nearby mass-editing. It exposes:

  • radius
  • nearby trigger count
  • animation mode (ADD or REPLACE)
  • effect mode (ADD or REPLACE)
  • apply animation preset
  • apply effect preset
  • set cooldown
  • toggle redstone
  • toggle hidden

This is the right tool when you are cleaning an event lane, a prop cluster, a station area, or a build zone with many similar machines.

Radius matters more than people think

Batch changes are applied to nearby triggers, so radius is the first thing to set carefully.

Use a smaller radius when:

  • the build area is dense
  • different machine families sit close together
  • you are testing a preset on one small cluster first

Use a larger radius when:

  • the whole lane should share one animation family
  • the whole event area needs one cooldown rule
  • the whole route should switch hidden or visible together

Add versus replace

Batch Tools exposes a separate mode for animation presets and effect presets.

Add

Use ADD when you want to layer a new preset on top of what is already there.

Replace

Use REPLACE when the old preset set is wrong or inconsistent and you want a cleaner reset across the area.

This distinction is important because batch changes are useful enough to become destructive if you treat every update like a replace.

The best jobs for Batch Tools

Apply one shared idle animation

Good for:

  • collectible lanes
  • control consoles
  • kiosks
  • decorative prop clusters

Apply one shared effect preset

Good for:

  • consistent button feedback
  • shared ambience in a room
  • making several machines feel like one themed system

Set one shared cooldown

Good for:

  • puzzle devices
  • repeatable action stations
  • event props that players would otherwise spam

Toggle redstone across an area

Good for:

  • bringing a machine cluster online
  • disabling a whole test zone quickly

Toggle hidden across an area

Good for:

  • staging props before an event
  • hiding setup helpers after testing

Good batch workflow

  1. Stand in the center of the zone you actually want to affect.
  2. Start with the smallest radius that captures the right group.
  3. Decide whether the job is ADD or REPLACE.
  4. Apply one preset or one settings change.
  5. Test the result before doing the next large batch action.

Where batch editing is risky

Be careful when:

  • multiple machine families overlap spatially
  • one route uses travel while the nearby route is static
  • some nearby DuckBlocks are hidden setup helpers
  • replace mode would wipe handcrafted animation or effect work

Best next pages