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Starts when · Starts a flow

When a block feels a vibration

Starts when a sculk sensor or similar block picks up a vibration (a step, a block change).

Basic plan m.on.block_receive_game

In a flow

“When a block feels a vibration, the steps wired after it run.”

When block receive game → Broadcast {trigger.event_kind}

What it does

Starts when a sculk sensor or similar block picks up a vibration (a step, a block change). It starts a flow, and gives the steps after it values about what happened. It gives 3 values later steps can use. Find it under Starts when in the palette.

When to use it

Use it to start a flow when a block feels a vibration.

When not to

If the flow should start from a click or a command instead, pick that trigger: a flow has exactly one.

Typical wiring

Values it gives

Block Block

The block of the block receive game. e.g. Stone

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more

Entity Entity

The entity of the block receive game. e.g. Zombie

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 554 more

Event kind Text

The event kind of the block receive game. e.g. minecraft:stone

If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.

Connects toAccept applicationAdd a forum tagAdd a labelAdd a Notion pageAdd a row to a Google SheetAdd a staff noteAdd a stickerAdd a Trello cardand 578 more

Often next

Related in Starts when

Wires and sockets · Data values · Plans