
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.
The Redstone Advanced menu is where a simple powered trigger becomes a reliable machine component instead of a flaky contraption.
What the Redstone Advanced menu actually controls
The current in-game Redstone Advanced editor exposes these real controls:
- redstone enabled
- edge mode
- per-player targeting
- skip-if-empty
- require player placeholder
- debounce time
- range
- max targets
- anchor selection
- attached hitbox tools for block triggers
This is the menu to learn if you want Duck Blocks to cooperate with real circuitry.
Edge modes
Duck Blocks supports three public edge modes:
ONOFFBOTH
Use them this way:
ONfor power-up behaviorOFFfor power-down behaviorBOTHwhen either transition should matter
Most control panels, doors, and station buttons are cleaner on ON. Most state watchers and toggled machines need more thought.
Debounce
redstoneDebounceMs is the safety gap between valid firings.
Increase it when:
- your circuit flickers
- your machine is heavy enough that duplicate pulses feel wrong
- a piston, observer, or clock chain is too noisy
Keep it lower only when the machine really needs very rapid response.
Per-player redstone
Redstone does not have to mean one global run.
The advanced editor supports:
redstonePerPlayerredstoneRangeredstoneMaxTargetsredstoneSkipIfEmpty
That combination lets one powered machine run once per nearby player instead of once globally. This is one of the strongest features in Duck Blocks for adventure maps, event areas, and objective machines.
Example: area-powered reward machine
redstoneEnabled: true
redstoneEdge: ON
redstoneDebounceMs: 250
redstonePerPlayer: true
redstoneRange: 12.0
redstoneMaxTargets: 16
redstoneSkipIfEmpty: true
requirePlayerPlaceholder: trueThis is the shape to start from when a powered area should affect each nearby player separately.
What skip if empty is really for
redstoneSkipIfEmpty keeps the machine honest.
If the machine is supposed to do player-specific work and there are no valid targets, skipping is usually better than firing empty logic into the console.
What require player placeholder is really for
This flag protects player-sensitive command lists.
Turn it on when:
- the command uses
{player},{target}, or{uuid} - the trigger may be activated by redstone with no direct clicker
- the safer choice is to skip the action entirely if no real player context exists
Anchor selection
The Redstone Advanced menu can set the machine's anchor from the block you are looking at.
Use that when:
- the visible machine is offset from the real redstone source
- one decorative machine should listen to a different hidden block
- you are building a hybrid prop where the logic source and the visual source are not the same object
This is one of the easiest ways to make larger world machines feel clean.
Attached hitboxes for block triggers
Block-based DuckBlocks can also expose attached hitbox tools from the advanced redstone surface.
That matters because block triggers can stay anchored to a real block while still getting a cleaner interaction area in front of the player.
Use this when:
- the machine is visually small but should be easy to use
- the machine is decorative and the actual clickable zone should sit nearby
- you want a logic block to remain hidden while the interactive surface stays readable
Good redstone patterns
Simple door or machine pulse
ON- moderate debounce
- no per-player logic
Crowd gate
ONorBOTH- per-player on
- range set
- skip-if-empty on
- placeholder safeguard on if rewards or player names are involved
Decorative machine with hidden circuitry
- anchor set to the real circuit block
- attached hitbox if the interaction point should be elsewhere

