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Nodes Overview
Nodes are the building blocks of every flow. Each node represents a single action, check, or control instruction. Connecting nodes together with edges creates the automation logic.
Categories
Triggers
Triggers are the entry points of a flow. Every flow needs at least one trigger. They have no input handles — execution starts from them.
| Node | Description |
|---|---|
| Command Trigger | Fires when a player runs a command |
| Event Trigger | Fires when a game event occurs |
| Function | Defines a reusable function callable from anywhere |
Actions
Actions do things — send messages, give items, teleport players, and more. They take one input and produce one output ("Then") to continue the flow.
| Node | Description |
|---|---|
| Send Message | Send a chat message to players |
| Send Title | Show a title on screen |
| Send Action Bar | Show text above the hotbar |
| Show Boss Bar | Show a boss bar at top of screen |
| Run Command | Execute a server command |
| Give Item | Give items to the player |
| Remove Item | Remove items from inventory |
| Enchant Item | Apply an enchantment to an item |
| Teleport Player | Teleport a player or entity |
| Play Sound | Play Minecraft sounds |
| Spawn Particles | Create particle effects |
| Set Variable | Store a value for later use |
| Math Variable | Perform math on a variable |
| Set Health | Set or heal player health |
| Set Gamemode | Change player gamemode |
| Give Effect | Apply potion effects |
| Clear Effects | Remove all potion effects |
| Kick Player | Kick a player from the server |
| Ban Player | Ban a player from the server |
| Mute Player | Mute a player in chat |
| Cancel Event | Stop an event from happening |
| Send to Server | Transfer player to another server |
| Set Experience | Give or set player XP |
| Set Food Level | Set player hunger |
| Set Flying | Enable/disable flight |
| Set Weather | Change world weather |
| Set Time | Change world time |
| Spawn Entity | Spawn and configure entities |
| Strike Lightning | Strike lightning at a location |
| Change Velocity | Change player/entity velocity |
| Vanish Player | Hide or show a player |
| Open Inventory | Open a custom inventory GUI |
| Close Inventory | Close the player's current inventory |
| Clear Inventory | Clear the player's inventory |
| Log to Console | Log a message to server console |
| Send Webhook | Send data to an external webhook |
| Call Function | Call a defined function |
Conditions
Conditions check something and branch the flow. They have two outputs — one for when the check passes, one for when it fails.
| Node | Description |
|---|---|
| Check Permission | Check if player has a permission |
| Check Items | Check if player has specific items |
| Random Chance | Random probability branch |
| Check Health | Check player health level |
| Check World | Check which world the player is in |
| Check Gamemode | Check player gamemode |
| Check Version | Check player Minecraft version |
| Check Client | Check player client type |
| Check Time | Check world time |
| Check Variable | Check a stored variable |
| Check Subcommand | Check what subcommand was typed |
| Check Cooldown | Check if something is on cooldown |
| Check Player Online | Check if a player is online |
| Check Interacted Entity | Check the entity that was interacted with |
Flow
Flow control nodes manage execution — branching, delaying, looping, and error handling.
| Node | Description |
|---|---|
| If / Else | Branch based on a comparison |
| Delay | Wait before continuing |
| Loop (Repeat) | Repeat actions multiple times |
| Stop Flow | Stop execution |
| Subcommand Switch | Route based on subcommand |
| Variable Switch | Route based on variable value |
| Try / Catch | Handle errors gracefully |
Other
Utility nodes that don't affect execution.
| Node | Description |
|---|---|
| Comment | Add a note to the flow |
| Group Box | Visually group nodes together |
