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Starts when · Starts a flow

When a frame or painting is broken

Starts when something (a player, an arrow) breaks an item frame, painting or leash knot.

Basic plan m.on.hanging_break_by_entity

In a flow

“When a frame or painting is broken, the steps wired after it run.”

When hanging break by entity → Broadcast {trigger.cause}

What it does

Starts when something (a player, an arrow) breaks an item frame, painting or leash knot. 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 frame or painting is broken.

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

Cause Text

The cause of the hanging break by entity. 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

Entity Entity

The entity of the hanging break by entity. 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

Remover Entity

The remover of the hanging break by entity. 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

Often next

Related in Starts when

Wires and sockets · Data values · Plans