
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.
Travel paths are where Duck Blocks stops being "a trigger that plays an effect" and starts becoming a moving world system.
This is the layer that lets you build:
- elevators
- trains
- moving platforms
- rideable machines
- drifting islands
- moving props and patrol routes
The travel model
Travel is built around:
- a start trigger
- a travel mode
- movement speed
- a waypoint list
- optional walkable and mountable behavior
- optional waypoint actions
Travel triggers
The live travel layer supports:
CLICKREDSTONEALWAYSMANUAL
Use MANUAL when a builder or admin wants direct control. Use CLICK or REDSTONE when the machine should start from an event. Use ALWAYS only when the structure is meant to keep moving on its own.
Travel modes
The main movement patterns are:
LOOPADVANCE_ON_TRIGGERPING_PONG
Use them this way:
LOOPfor repeated circulationADVANCE_ON_TRIGGERfor step-by-step machines and puzzle devicesPING_PONGfor back-and-forth travel such as shuttles or lifts
The path authoring flow
Duck Blocks gives you two practical ways to build a path:
- add waypoints one by one in the GUI
- enter
Path Builder Modeand edit them in the world with hotbar tools - use quick-add buttons for your current position or the DuckBlock anchor
For larger moving structures, the in-world path builder is usually the better choice.
Waypoint actions
Each waypoint can hold its own actions and delay.
That means the machine can do something special at one exact path point, such as:
- play a sound
- fire a message
- show a title
- run a console command
- run a player command
The public placeholder surface there includes:
{player}{uuid}{trigger}
Walkable structures
Travel becomes a true moving platform when you enable:
walkable- walk radius and height controls
- a walk platform type
- a carry mode
The walk platform type decides how Duck Blocks builds the collider layer for the moving structure.
Your live config already shows two important real-world patterns:
- a smaller walkable moving block with
walkable: true,carryMode: SMART, and no mount - a larger moving platform that combines
walkable,SMARTcarry, levitation assist, andmountable: true
Mountable structures
Travel becomes a rideable machine when you also enable:
mountablemountYOffsetmountSneakToMount
That is a good fit when the player should be attached to the machine instead of freely walking around on it.
Carry modes
The carry mode is one of the biggest feel settings on a moving platform. The public options include:
OFFVELOCITYCOLLISIONSMARTTELEPORT_DELTA
In practice:
OFFmeans the structure moves but does not help carry the playerVELOCITYis the simple motion handoffSMARTis the higher-end moving-platform mode and the one your live server is already using heavily
Example: a rideable platform
travel:
enabled: true
trigger: CLICK
mode: LOOP
speed: 1.5
smooth: true
walkable: true
walkRadiusX: 1
walkRadiusZ: 1
walkHeight: 1
walkPlatformType: COLLIDER_SHULKERS
carryMode: SMART
walkLevitationAssist: true
mountable: true
mountSneakToMount: trueThat is the family of settings you use for a simple rideable platform, convoy cart, or basic train car.
Example builds to think in
Elevator
- short waypoint stack
PING_PONGorADVANCE_ON_TRIGGER- walkable on
- no mount needed
Train
- long loop
- walkable on
SMARTcarry- waypoint actions for station sounds or announcements
Floating island
ALWAYSor manual start- large walk surface
- nearby-only ambience via timelines
If movement feels wrong
Read admin Runtime, State, and Live Troubleshooting and look at the carry debug logs before you keep guessing at the settings. Terms like TOP_SURFACE, sink, peek, and sessionColliderCount are there specifically to help you understand why a moving structure feels wrong.
If you want the actual menu-by-menu authoring path, read travel GUI, Path Builder, Waypoints, and Carry.

