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Duck Blocks wiki

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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.

In-Game Authoring

Main Menu, Create Flow, and the Admin Command Surface

Use /duckblock gui, the create wizard, the trigger list, and the command surface as the real first-stop workflow.

The main Duck Blocks workflow is in-game. The YAML files matter, but the plugin is designed around the GUI and command surfaces first.

The main entry point

Run:

TEXT
/duckblock gui

That opens the top-level admin menu. If you are already looking at a DuckBlock, the same command flow can drop you straight into that machine's editor instead of forcing you back through the whole menu tree.

The current main menu is built around four practical jobs:

  • Manage Triggers
  • Create DuckBlock
  • Reload
  • Batch Tools

That top-level split is important because it tells you how the plugin expects real admins to work:

  • build or find the machine
  • open its editor
  • test it live
  • batch-clean an area only after the single machine works

What Create DuckBlock offers

The create flow currently supports these starting paths:

  • Block DuckBlock
  • ArmorStand DuckBlock
  • Display DuckBlock (Text)
  • Display DuckBlock (Item)
  • Display DuckBlock (Block)
  • Use Existing Display Entity

That split is important because Duck Blocks is not just a "button plugin." It can adopt or create several different kinds of in-world machinery.

What the rest of the main menu is for

Manage Triggers

Use this to:

  • browse the current machine library
  • teleport to a machine
  • select the correct machine before editing it
  • reopen a trigger editor without guessing at IDs

Reload

Use this when you need to reload the saved trigger library after a file-level change. For most everyday building, this is not the button you should be pressing every few minutes.

Batch Tools

Use this when one nearby cluster of machines needs the same treatment, such as:

  • one shared cooldown
  • one shared animation preset
  • one shared effect preset
  • one shared hidden or visible state

When to pick each create mode

Block DuckBlock

Use this for hidden logic, block-bound triggers, and hard world anchors.

ArmorStand DuckBlock

Use this for older compatibility flows or content that already relies on stand behavior.

Display DuckBlock (Text, Item, Block)

Use these for most modern public machines, props, pedestals, floating icons, or visible control panels.

Use Existing Display Entity

Use this when the display already exists in the world and you want Duck Blocks to adopt it instead of respawning it.

The fastest useful builder loop

  1. Open /duckblock gui
  2. Create one new trigger
  3. Open the trigger editor immediately
  4. Add one command or one effect line
  5. Test it
  6. Only then add visuals, travel, redstone, or timelines

That order keeps your first success simple.

The command shortcuts worth knowing

The help and command surface includes a lot more than the GUI button itself. The most useful practical commands include:

  • /duckblock gui
  • /duckblock select
  • /duckblock info
  • /duckblock list
  • /duckblock tp
  • /duckblock copy
  • /duckblock paste
  • /duckblock clone
  • /duckblock move
  • /duckblock reload
  • /duckblock debug
  • /duckblock modelengine

Those are what let admins clean up, duplicate, inspect, and relocate content quickly on a live map.

The help command is worth reading once

/duckblock help is not just filler. The current help surface points players and admins toward:

  • spawn and spawn-modern flows
  • add and add-from-file flows
  • cooldown, delay, one-time, title, and redstone commands
  • list, select, copy, paste, clone, and teleport commands
  • ModelEngine commands
  • carry debug commands

If you are onboarding another builder, the help output is one of the best first references after the main GUI.

Adding commands the fast way

Duck Blocks supports several authoring routes for command lists:

  • add one line directly in chat
  • add multiple lines
  • add lines from a writable book
  • add lines from a file in plugins/DuckBlocks/commands/

The file workflow is especially useful for reusable bundles:

TEXT
/duckblock add-from-file example.txt console

That is a good fit when you have a repeated machine routine or a standard server-side action set you want to reuse.

Batch tools

Batch tools are for mass editing nearby triggers. They are the right tool when you need to adjust:

  • presets
  • cooldowns
  • toggles
  • other repeated edits across a cluster of machines

Use them when you are cleaning up a whole lane of props or an event area, not just one block.

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