Denizen Script Mechanisms


Mechanisms are found in object properties, the 'adjust' command, and similar. These are used to change the state of an object.
Learn about how mechanisms work in The Beginner's Guide.


Showing 1 out of 678 mechanisms...
Namemode
ObjectMaterialTag
InputElementTag
Related Tags<MaterialTag.mode> (Property) Returns a block's mode. (...)
Description(Property) Sets a block's mode.
For big_dripleafs, modes are FULL, NONE, PARTIAL, and UNSTABLE.
For bubble_columns, modes are NORMAL and DRAG.
For command_blocks, modes are CONDITIONAL and NORMAL.
For comparators, modes are COMPARE and SUBTRACT.
For creaking_hearts, modes are AWAKE, DORMANT, and UPROOTED.
For daylight_detectors, modes are INVERTED and NORMAL.
For potent_sulfur, modes are CONTINUOUS, DORMANT, DRY, ERUPTING, and WET.
For piston_heads, modes are NORMAL and SHORT.
For sculk_catalysts, modes are BLOOM and NORMAL.
For sculk_sensors, modes are ACTIVE, COOLDOWN, and INACTIVE.
For sculk_shriekers, modes are SHRIEKING and NORMAL.
For structure_blocks, modes are CORNER, DATA, LOAD, and SAVE.
For tripwires, modes are ARMED and DISARMED.
For trial_spawners, modes are ACTIVE, COOLDOWN, EJECTING_REWARD, INACTIVE, WAITING_FOR_PLAYERS, and WAITING_FOR_REWARD_EJECTION.
For vaults, modes are ACTIVE, EJECTING, INACTIVE, and UNLOCKING.
GroupProperties
Sourcehttps://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/properties/material/MaterialMode.java#L13