Carousel Movement
Numeric Settings
Section titled “Numeric Settings”Run in game with carousel.setting:
/carousel setting <id> <setting> <value>| Setting | New-ride default | Meaning |
|---|---|---|
ticks | 1 | Ticks between updates; integer input is clamped to at least 1. |
degreeIncrease | 2 | Degrees added per update; negative values reverse rotation. |
radius | 4 | Horizontal center-to-horse distance; clamped to zero or greater. |
stepHeight | 0.05 | Vertical distance advanced per update. |
maxHeight | 1 | Vertical turning height relative to the center. |
Use finite values and non-negative vertical settings. Commands do not cap extreme inputs. A vertical step can overshoot the turning height before the next update changes direction; keep it small relative to the intended range.
Changes save immediately and restart an already running ride. A stopped ride stays stopped until started, reloaded or rebuilt by an editor action.
Timing and Shape
Section titled “Timing and Shape”At nominal 20 TPS, update rate is 20 / ticks and angular speed is approximately degreeIncrease × 20 / ticks degrees per second. The default revolution takes about nine seconds. Increasing ticks slows rotation and vertical movement for the same step values; server lag also slows wall-clock movement.
/carousel setting spawn ticks 1/carousel setting spawn degreeIncrease 1/carousel setting spawn radius 5Horses follow a horizontal circle with alternating initial vertical offsets. Carousel does not generate a vertical wheel, track blocks or terrain structures. Build decorations around the ride separately.
Version Boundaries
Section titled “Version Boundaries”Direct server-internal position updates have a Bukkit teleport fallback. Passenger behavior and smoothness depend on exact server mappings. Leash holders follow their own radial offset and height; versions before Minecraft 1.21 limit the editor’s height to ten blocks.