
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.
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 (
ADDorREPLACE) - effect mode (
ADDorREPLACE) - 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
- Stand in the center of the zone you actually want to affect.
- Start with the smallest radius that captures the right group.
- Decide whether the job is
ADDorREPLACE. - Apply one preset or one settings change.
- 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

