
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 Travel GUI is where Duck Blocks turns into a moving-world tool. This is the menu to learn if you want trains, elevators, drifting props, moving platforms, or rideable structures that can carry players cleanly.
What the Travel menu actually contains
The current in-game Travel menu exposes these practical controls:
- enabled
- start or advance trigger
- mode
- smooth movement
- persistent
- active range
- speed
- waypoints
- start or stop
- add waypoint at your position
- walk and mount hitbox settings
- path builder mode
- add waypoint at the DuckBlock position
This is already a large authoring surface. Treat it like its own subsystem, not just one toggle inside the trigger editor.
Start trigger versus mode
Duck Blocks separates the reason movement begins from the way the path behaves after it starts.
Start trigger
The current travel start families include:
CLICKREDSTONEALWAYSMANUAL
Travel mode
The main movement patterns include:
LOOPPING_PONGADVANCE_ON_TRIGGER
That split is important:
- a loop can be click-started, redstone-started, or always-running
- advance-on-trigger is for step-based puzzle devices and station selectors
- ping-pong is great for lifts, trams, and shuttle routes
Waypoint editing
The Travel menu gives you three practical path-authoring routes:
- open the waypoint list and edit entries directly
- add a waypoint at your current position
- enter Path Builder Mode and edit in the world with hotbar tools
For a short lift or shuttle, direct waypoint editing is fine. For anything large or scenic, Path Builder Mode is usually better.
Waypoint actions
Each waypoint can also own its own actions and delay.
That means a route can do something special at one exact stop or one exact corner, such as:
- play a sound
- announce a station
- fire a title
- run a console command
- run a player command
The public placeholder surface there includes:
{player}{uuid}{trigger}
That makes waypoint actions great for transport systems, cinematic rides, and roaming event props.
Walkable versus mountable
Travel becomes a real moving platform when walkable turns on. It becomes a mount-style machine when mountable also turns on.
The current public walk and mount controls include:
walkRadiusXwalkRadiusZwalkYOffsetwalkPaddingwalkHeightwalkPlatformTypecarryModecarryMultipliercarryAffectsAirwalkLevitationAssistwalkUpSpeedAssistmountYOffsetmountablemountSneakToMount
Example: walkable moving platform
travel:
enabled: true
trigger: ALWAYS
mode: LOOP
speed: 1.5
smooth: true
walkable: true
walkRadiusX: 1
walkRadiusZ: 1
walkYOffset: 0
walkPlatformType: COLLIDER_SHULKERS
carryMode: SMART
mountable: falseThis is the family of settings to start from when players should stand on the machine instead of riding it as a passenger.
Example: rideable moving machine
travel:
enabled: true
trigger: CLICK
mode: LOOP
speed: 5.0
walkable: true
walkRadiusX: 1
walkRadiusZ: 1
walkPlatformType: COLLIDER_SHULKERS
carryMode: SMART
walkLevitationAssist: true
mountable: true
mountSneakToMount: trueYour live Duck Blocks config already shows this kind of structure clearly. This is the better starting point for cars, carts, and moving set pieces that need both standable and mountable behavior.
What the carry debug logs are telling you
Moving-platform troubleshooting gets much easier once you know the public carry-log terms:
TOP_SURFACEsinkpeeksessionColliderCountFAILMOVE CLIPPEDrescue=floor_clamp
Practical meanings:
TOP_SURFACEusually means the player is being treated as standing on top of the structuresinkis how much the carry system thinks the player is dropping into the platformpeekis one of the lift or surface-adjustment helperssessionColliderCounthelps you see how many moving collider helpers existFAILMOVE CLIPPEDmeans the move attempted to push into a bad spacefloor_clampmeans the carry system is trying to recover the player onto a stable surface
Good travel authoring order
- Build a path with at least two clean waypoints.
- Confirm the visual itself moves correctly.
- Turn on walkable or mountable behavior only after the path is stable.
- Add waypoint actions after the movement feels right.
- Read the carry log before changing several carry settings at once.

