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Toggles, locks, and phases

The toggle family turns ordinary blocks into hidden doors, vanishing floors, and walls that rebuild themselves. Each rune forges a designator, a tool that marks blocks. A marked block remembers two or three shapes and swaps between them on command. Marked blocks that touch each other and share a signature form a set and move as one.

The family​

RuneShapesWhat it does
Toggle Block2Swaps between two shapes, both yours to edit.
Phase Block2Phases to air and back. Its second shape is always air.
Tri-Phoggle Block3Walks three shapes in turn.
Spleef Block2A floor that vanishes underfoot. Each click drops one block to its second shape.
Sploggle Block2Each clicked block flips either way, and Locks have no hold on it.
Tri-Sploggle Block3Each clicked block steps through three shapes.
Lock BlocksealHolds its set shut and drives it by click or redstone.
Latch BlocksealA Lock with conditions.
Loggle Blockseal, 2A Lock whose own block also swaps between two shapes.
Splock BlocksealA Lock that also flips every Spleef and Sploggle block in the set.
Tri-Lock Blockseal, 3A Lock for three-shape sets.
Tri-Latch Blockseal, 3A Latch for three-shape sets.
Tri-Loggle Blockseal, 3A Loggle with three shapes.

The three-shape seals each have an Inverted twin, such as the Tri-Lock Block (Inverted), which answers falling redstone and runs its shapes backwards.

Forging a designator​

5 × 5, one layer. Drawn flat on the ground, facing any compass direction.

TTTT↑A→TTATATT←A↓TTTT
  • Tier block × 13
    Every T is the same block, and that block’s Tier sets the rune’s strength.
  • Signature block × 4
    Each arm holds a Tier 1+ block other than the Tier block, or stays empty (air or Tier 0). Read by compass direction, the arms spell the rune’s signature.
  • Air or a Tier 0 block × 4
    Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
  • Activation block
    The glowing cell is the one to click.
  • Spent
    Cells with a corner mark are used up when the rune wakes.

Keys

  • Piston or Sticky Piston × 4
    spent when the rune wakes
    Takes Piston, Sticky Piston.
    /runic build places Piston.

Every rune in the family is drawn on the floor with your signature in its four arms. Hold an item that cannot be placed as a block, such as a stick, and right-click the heart. Your Stick drinks the rune (52 designations). The pattern burns away, signature and all.

The signature names the sets the designator builds. Blocks marked under one signature join each other, and blocks marked under another signature stay apart. Two-shape and three-shape blocks never join the same set, even under one signature.

Each mark spends one designation. Higher Tier blocks give many more:

DesignatorTier 1Tier 7
Toggle, Phase, Spleef5213,794
Sploggle369,582
Tri-Phoggle, Tri-Sploggle8422,389
Lock, Latch123,159
Loggle, Splock328,490
Tri-Lock, Tri-Latch, and their Inverted twins205,331
Tri-Loggle and its Inverted twin5614,913

Marking blocks​

Right-click a block with the designator. The block takes the toggle enchantment. (51 left) The block as it stands becomes the first shape. The other shapes start as air.

A block that already holds other magic refuses the mark: There is already magic here that interferes. A few blocks hold data the designator cannot store safely, and those refuse it too.

Sets​

Marked blocks that touch face to face and share a signature form one set. When any block in a set changes shape, the whole set changes with it. A set can hold up to 8,192 blocks, and a server can lower that with max-set. Too many connected blocks — the set cannot exceed 8192.

Plan a hidden door as one set: mark every block of the door with the same designator, keeping each block touching the next.

Editing the shapes​

Put the set into the shape you want to change, then build. Place a block in a marked cell and it becomes that cell's block for the current shape. Break a marked block with anything other than a sword and the cell keeps its magic while the current shape forgets that block.

Phase and Spleef blocks keep air as their second shape, so you only ever edit their first.

Chests, barrels, and other containers keep their contents with each shape, so a hidden chest still holds its items when it returns.

Removing the magic​

Break a marked block with a sword. The toggle enchantment is cut away. The blocks stored in its other shapes drop as well.

Switching a set​

By hand​

Right-click any block of a Toggle, Phase, or Tri-Phoggle set and the set moves to its next shape. Doors, chests, and other blocks with their own use open normally on a plain click. Sneak and right-click them to switch the set.

To bring back a block that has phased to air, right-click the face of the block beside the gap, facing into it.

Spleef, Sploggle, and Tri-Sploggle blocks move one at a time. A click on a Spleef block drops that block from its first shape to its second. A Sploggle block flips either way on each click, and a Tri-Sploggle block steps through its three shapes.

By automation​

A designator can mark a block of a set, and its sensor then steps the set to the next shape each time it fires.

Seals​

5 × 5, one layer. Drawn flat on the ground, facing any compass direction.

TTTT↑A→TTABATT←A↓TTTT
  • Tier block × 12
    Every T is the same block, and that block’s Tier sets the rune’s strength.
  • Signature block × 4
    Each arm holds a Tier 1+ block other than the Tier block, or stays empty (air or Tier 0). Read by compass direction, the arms spell the rune’s signature.
  • Air or a Tier 0 block × 4
    Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
  • Activation block
    The glowing cell is the one to click.
  • Spent
    Cells with a corner mark are used up when the rune wakes.

Keys

  • Deepslate Gold Ore, Gold Ore, or Nether Gold Ore × 4
    spent when the rune wakes
    Takes Deepslate Gold Ore, Gold Ore, Nether Gold Ore.
    /runic build places Gold Ore.
  • Any block, or none × 1
    optional: an empty cell works too · spent when the rune wakes
    Takes any of 1193 blocks
      /runic build places Acacia Log.

    A Lock, Latch, Loggle, or Splock is a seal. Mark it into a set like any other block, touching the set and under the same signature. While a seal is part of a set, clicks on the other blocks act as ordinary clicks, and the seal drives the set instead. Right-click the seal, or power it with redstone, to move the whole set.

    Spleef, Sploggle, and Tri-Sploggle blocks keep answering clicks while a Lock shares their set. Only a Latch that is holding shut stops them.

    Keys​

    A seal pattern has an optional heart. A block of Tier 1 or higher sitting there when you forge the designator becomes its key. Leave the heart empty for a seal without a key. A key counts as set against a seal when it touches one of the seal's six faces. See Signatures and keys.

    SealWithout a keyWith a key
    Lock and its kinDrives the set whenever you click or power it.Answers only while its key block touches it. The lock does not answer — its key block is not set against it.
    Latch and Tri-LatchDrives the set only while all six of its faces touch Tier 1 or higher blocks.Refuses to move the set while its key block touches it.

    Setting a Latch's key against it holds the set fast, and taking the key away frees it. An unkeyed Latch works the other way round: bury it in Tier blocks on all six sides and it answers, and open any face to hold the set shut.

    Seals and redstone​

    Seals are the part of the family that listens to redstone. The power has to reach the seal's own block: a lever or button on it, a repeater or comparator pointing into it, or redstone dust lying on it. Power that only lights the blocks around it is ignored.

    SealAnswers
    Lock, Latch, Loggle, SplockPower turning off moves the set from its first shape to its second. Power turning on moves it back.
    Tri-Lock, Tri-Latch, Tri-LoggleEach time the power turns on, the set steps forward: first, second, third, and round again.
    Inverted twinsEach time the power turns off, the set steps backwards: first, third, second, and round again.

    A lever on a two-shape Lock behaves like a switch for the set. A button on a Tri-Lock steps it once per press.

    Breaking a seal​

    Breaking a seal with anything other than a sword puts it to sleep, and it keeps its key, signature, and shapes. A sleeping Lock with a key holds its set shut until it wakes. Place a block back in the seal's cell to wake it, with that block as its new look. The lock wakes again.

    Break a seal with a sword to remove its magic for good. The lock's magic scatters.

    Quiet by default​

    The family keeps chat quiet. Messages for each switch, such as A Lock Block holds these toggles shut., appear only when a server turns on usage-messages for that rune. See Rune files.

    • Secret Passage binds a half-dome, radius 2 at Tier 1 up to 8 at Tier 7, that phases to air on command and hides the players inside from outside eyes.
    • Phase Zone binds a larger half-dome, radius 4 up to 16, that phases to air on command.
    • Lock Zone forges a one-charge tool that marks a block. Right-click the marked block and it commands every Secret Passage and Phase Zone that shares its Zone signature, if the dome's centre lies within 32 blocks at Tier 1, up to 128 at Tier 7. Lock Zone commands 2 dome(s). A keyed Lock Zone needs its key beside it.
    • Wraithstep marks copper. While the marked copper is powered by redstone, it stands aside for its owner alone.
    • Runic Wire lays charged dust that carries a signal only to wire of its own signature.