Conditions
Introductionâ
On this page, you can find information about all types of conditions and how to customize them to your needs, with simple examples.
You can apply a condition for:
- Components: If the condition is met, the component will be activated.
- Area: If the condition is met while a player exit the area, he will win the puzzle.
There is multiple types of conditions. Those types are named "Condition mod".
Conditions modsâ
A condition mod defines what your conditions is based on.
âšī¸ Range and â: Most condition mods use a minimum and a maximum to define when a condition is met. The maximum can be set to â (no upper bound), meaning the condition will be met as long as the value is at or above the minimum, regardless of how high it goes.
Laser receiver modâ
This condition mod allows you to check the number of activated laser receivers in the area (minimum and maximum). The condition will be met if the area has at least the minimum number of activated laser receivers and no more than the maximum number of activated receivers.
Exampleâ
- I have 3 laser receiver in my puzzle area.
- I built a piston door that requires redstone to open.
- I want this door to open when the 3 receivers receives the right laser color.
- I set up a conditional redstone block that requires a minimum number of 3 and a maximum of 3 active laser receivers. This block will turn into redstone and then open the piston door to allow the player to exit the puzzle.
Players modâ
This condition mod allows you to check the number of players in the area (minimum and maximum).
â ī¸ The Players mod is only available for components, not for area victory conditions.
Exampleâ
- I have a lever in my puzzle. This lever must get back to its deactivated position when the puzzle is reset.
- I created a structure block (or a command block) that will reset the lever to its deactivated position when powered by redstone.
- I set up a conditional redstone block that will activate only when there are a minimum of 0 player and a maximum of 0 player in the room. This will block will turn into a redstone block when no players are in the room. This will reset the lever position and allow my puzzle to be fully ready for the next player who enters.
âšī¸ A block set this way (Players mod, minimum 0 and maximum 0) fires the instant the last player leaves the area, so the reset is applied immediately. The two duration settings (min condition duration and min state hold) have no effect on this configuration â the condition is only ever evaluated at the moment the room empties. If you need the reset to be delayed, do it on the redstone side (for example with repeaters) after your command/structure block.
Redstone sensor modâ
This condition mod allows you to check the number of Redstone sensors powered by a redstone signal in the area (minimum and maximum).
âšī¸ This count resets to 0 when the area resets: every Redstone sensor is forced back to its deactivated state, even if a redstone signal is still powering it, so the condition always starts from a clean state on the next run.
Exampleâ
- I have multiple laser receiver in my puzzle area but one of those laser receiver is very important. This laser receiver is the only one having to be activated to open the exit door.
- Since activated laser receivers emits a redstone signal, I put a redstone wire 2 blocks under this receiver. Being under the ground, my redstone wire will not be visible for players.
- Then, I put a redstone repeater (this part is very important since repeaters fixes a common issue related to redstone signals emitted from lasers enigma components).
- At last I put a Redstone sensors.
- Finally, I create my door using Conditional Disappearing Blocks. I configure each of these blocks to disappear when at least 1 and at most 1 redstone sendor is activated in the room.
Lock modâ
This condition mod allows you to check the number of opened locks (minimum and maximum). The condition will be met if there are at least the minimum number of locks opened and no more than the maximum number of locks opened in the area.
Exampleâ
- I have 5 puzzles that should be done to finish my map.
- Each of those puzzles have an easy solution that opens the door. But they also have an harder solution that allows to access to a small bonus room.
- In those bonus room there is a Key Chest.
- Those Key Chests have been created from a lock located in my 5th puzzle.
- If the player gets each of those 5 keys, he will be able to open the lock.
- I now set up a Music block that will starts playing epic music if the player open this lock.
- I also set up some Conditional Appearing Blocks that will create a staircase allowing the player to jump to an hidden room containing credits.
Pressure plate modâ
This condition mod allows you to check the number of activated Cube Pressure Plates in the area (minimum and maximum). A plate counts as activated for as long as a cube rests on it â and, if the plate's Activable by players option is enabled, also for as long as a player stands on it.
Exampleâ
- I want a heavy door to stay open only while a cube is held in place at the entrance.
- I place a Cube Pressure Plate on the floor in front of the door and a Cube Distributor on a nearby ceiling, with a Cube Creation Button the player can press to dispense a cube.
- I build the door from Conditional Disappearing Blocks configured with the Pressure plate mod, a minimum of 1 and a maximum of â.
- The door opens only while a cube rests on the plate. Picking up the cube to bring it to the next puzzle room closes the door behind the player.
Time modâ
This condition mod allows you to check the time elapsed (in seconds) since the first eligible player entered the area (minimum and maximum, range 0â999). The condition will be met if the elapsed time is between the minimum and maximum values.
âšī¸ The timer starts when the first player enters the area and resets when the area is reset.
Exampleâ
- I have a time-trial puzzle.
- I want to open a bonus door only if the player solves the puzzle within 60 seconds.
- I set up a Conditional Appearing Block with a minimum of 0 and a maximum of 60 using the Time mod.
- The block appears (the door opens) only if the player triggers the condition within 60 seconds.
Bonus modâ
This condition mod allows you to check the number of unique bonuses collected during the current run in the area (minimum and maximum, range 0â99 or â). Each bonus component counts once, even if multiple players collected it. The count resets when the area resets.
âšī¸ This mod is available both for components and as an area victory condition.
Exampleâ
- I have 5 Bonus collectibles hidden in my puzzle.
- I want a secret door to open only if the player has collected all 5 bonuses during this run.
- I set up a Conditional Disappearing Block with a minimum of 5 and a maximum of â using the Bonus mod.
- The block disappears (the door opens) only when all 5 bonuses have been collected in the current run.
Server Bonus modâ
This condition mod allows you to check the best number of unique bonuses confirmed by previous winning runs on the server, among the active players currently in the area (minimum and maximum, range 0â99 or â).
Unlike the Bonus mod which tracks the current run only, this count is permanent and cumulative: it is incremented when a player wins a puzzle area and thereby confirms their bonus collection. It accumulates across all areas and all runs, and never resets. The value checked is the best (maximum) count among all active players in the area.
âšī¸ This mod is available both for components and as an area victory condition.
Exampleâ
- I have a secret final room accessible only to players who have thoroughly explored the server and confirmed at least 20 unique bonuses through winning runs.
- I set up a Conditional Redstone Block with a minimum of 20 and a maximum of â using the Server Bonus mod.
- I also set up another Conditional Redstone Block with a minimum of 1 and a maximum of 1 using the Player mod, to ensure that the secret final room can only be accessed by one player at a time. This prevents multiple players from entering the secret final room together, which could lead players who have not met the bonus requirement to enter the room with a friend who has met the requirement.
- I put a redstone AND gate to link the output of those 2 conditional redstone blocks. This way, the secret final room will only be accessible if at least one active player in the area has confirmed 20 or more unique bonuses across all their previous winning runs, and if there is only one player in the area (the one who will enter the secret final room).
- I set up a redstone piston door that will open when the output of the AND gate is powered. Players passing through this door will be able to access the secret final room.
Specific Component State modâ
This condition mod mirrors the activation state of another component in the same area. Instead of counting laser receivers, players, or other elements, the condition simply checks whether a chosen target component is currently activated or deactivated.
You can also invert the condition: when inverted, the component is activated when the target is deactivated, and vice versa.
âšī¸ This mod is available both for components and as an area victory condition.
Activable componentsâ
The following components can be used as a target:
| Component | Activated when... |
|---|---|
| Laser Sender | Its own condition is met |
| Conditional Redstone Block / Appearing / Disappearing | Its condition is met |
| Elevator | Its condition is met |
| Music Block | Its condition is met |
| Laser Solidifier | Its condition is met |
| Laser Receiver | Receiving a laser of the correct color |
| Redstone Sensor | Powered by redstone |
| Lock | Opened by a player |
| Burnable Block | Not yet melted (intact) |
| Bonus | At least one player has obtained it this run |
| Cube Pressure Plate | A cube rests on it (or a player, if the Activable by players option is enabled) |
Constraintsâ
- The target must be in the same area.
- A component cannot target itself.
- Circular references (A targets B, B targets A) are detected and rejected.
Exampleâ
- I have a Laser Sender that emits a laser only when a Laser Receiver is activated.
- I configure the Laser Sender's condition to use the "Specific Component State" mod and select the Laser Receiver as the target.
- Now the Laser Sender automatically activates when the targeted Laser Receiver receives a laser, and deactivates when the receiver is no longer receiving. No redstone wiring required.
No victory modâ
This condition mod is only available as an area victory condition, and it does the opposite of the other mods: it flags the area as non-completable. Use it for hubs, lobbies and spawn areas â places that host players and leaderboards but cannot be "won".
While "No victory" is selected:
- Victory is never evaluated: no victory message, no records.
- Runs are never marked as tainted: entering a busy hub never shows the "stats tainted" message.
- Passage statistics (time spent, entries, steps, actions) and their leaderboards keep working â that is desired data for hubs.
- The entry checkpoint keeps working.
- The range and duration controls are hidden, as they are irrelevant.
Exampleâ
- My server has a hub room with leaderboards where players gather between puzzles.
- I set the hub area's victory condition to "No victory".
- Players walking in and out of the hub keep feeding the hub's time-spent and entries leaderboards, but nobody ever "wins" the hub and nobody receives the tainted-stats message there.
Always activated modâ
This condition mod allows the component to always be activated. It is only available on Laser Senders and Laser Solidifiers.
Exampleâ
- I set up a simple Laser Senders. By default, it emits a lasers. This is because the "Always activate mod" is enabled.
Redstone modâ
This condition mod allows the component to be activated when receiving a redstone signal. It is only available on Laser Senders and Laser Solidifiers.
Exampleâ
- I place a lever.
- I place a Laser Senders next to the lever and configure its condition using the Redstone mod. The Laser Senders now emits a laser only if the lever is activated.
Victory area modâ
This condition mod is only available when configuring an area victory condition. This allows to check that players exited the puzzle area using a particular path. Players will win the area only if they exit the puzzle room via a victory area.
Exampleâ
- I built a puzzle jump. The player winning the area must finish the jump.
- I go in the Area configuration menu then activate the Victory area mod.
- Then I create a victory area. The player must pass through a victory area when exiting the puzzle area. This means that:
- either the victory zone must stick to the edge of the puzzle area.
- or the victory area is anywhere in the puzzle area, in which case the player must exit via a teleporter located in that victory area.
How to configure components conditionsâ
via the menuâ
- Enter the puzzle you want to edit.
- Type the
/lecommand if you haven't already. - Locate the component to which you want to apply the conditions/configure the conditions.
- Right-click the component.
- Navigate to the item named "Component configuration" located in your 8th hotbar slot and right-click it.
- If done correctly, you should see a new menu titled "Component configuration".
- Click the Conditions button to open the conditions sub-menu.
- You may now select a mod for the component; detailed information about each condition mod is available above and in the item lore in-game.
- After selecting a mod, you can change the minimum/maximum values directly in the conditions sub-menu.
Need steps in a video? Don't worry, we have that as well!
via the Hotbarâ
- Enter the puzzle you want to edit.
- Type the /le command if you haven't done so.
- Locate the component to which you want to apply the conditions/configure the conditions.
- Right-click the component.
- You may change the mod by right-clicking the "Change mod" item at the 5th hotbar slot.
- You may decrease/increase the minimum required by right-clicking the items in your 1st & 2nd slot respectively.
- You may decrease/increase the maximum required by right-clicking the items in your 3rd & 4th slot respectively.
Here is a step-by-step guide in a video
How to configure Area victory conditionsâ
The players victory can only be defined according to some conditions. This victory will allow to save the best stats of the players.
âšī¸ The Players mod is not available as an area victory condition.
Area Configurationâ
- Enter the puzzle you want to edit.
- Type the
/lecommand if you haven't already. - Navigate to the item in your 3rd hotbar slot named "Area Configuration" and right-click it.
- If done correctly, you should now see a new menu titled "Area Configuration".
- Click the Conditions button to open the victory conditions sub-menu.
- Enable your desired mod â this is not for a component but to win the puzzle!
- You may now click the respective items to increase/decrease the minimum/maximum for the selected mod.
Need a video with the steps? We got you covered