Honest limitations
Honest limitations, so nothing surprises you mid-build.
- Ghost blocks are not solid. Mobs and players walk through them; use a decoy door for anything that must stop a zombie.
- Decoys are immovable. Pistons cannot push them, because the copied appearance would be lost in flight.
- Camouflage is sampled at placement. If you replace the neighbouring wall later, break and re-place the decoy to refresh it.
- Spy glass is one-directional. The outside face is always solid, by design.
- Only supported blocks are copied. The pack knows more than 290 blocks; something exotic may fall back to the default decoy texture.
Growing registry
The upcoming update expands the registry well beyond 290+ blocks and adds every vanilla glass type — clear, tinted and all stained colours, blocks.
Why these boundaries exist
- Ghost blocks are not solid: they are pass-through walls; use a decoy door to stop mobs.
- Decoys are immovable: pistons cannot push them because the copied appearance would be lost in flight.
- Camouflage is sampled at placement: replace the neighbour later and you must break and re-place the decoy.
- Spy glass is one-directional: the outside face is always solid by design.
- Only supported blocks are copied: something exotic may fall back to the default decoy texture.
Practical workarounds
| Need | Use instead |
|---|---|
| A barrier that stops zombies | Decoy door, not a ghost block. |
| A moving contraption | Remote torch; pistons cannot move decoys. |
| A refreshed disguise after editing the wall | Break and re-place the decoy. |
| A two-way window | Not supported; spy glass is one-way. |