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Features
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Hidden commands — attach one or more commands to a sign that run when it's right-clicked. The sign's visible text is free for a label; the command itself is never shown to players and has no length limit.
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Redstone triggers — opt a hidden-command sign into also firing automatically when it's powered by redstone, no click required.
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Proximity triggers — opt a hidden-command sign into firing automatically for any player who walks within a configurable radius, once per approach.
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Scheduled triggers — opt a hidden-command sign into firing on its own timer, independent of any player or redstone (announcements, periodic effects).
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Sign chains — a sign's command list can point at another sign by ID instead of running a Minecraft command, cascading a single trigger through several signs in sequence (quest steps, multi-stage events). A chain wand (
/sign wand) lets you link two signs with two right-clicks instead of typing anything. -
Console or player permission — run a sign's commands with full console permissions, or with the clicking player's own permission level.
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Inline marker shorthand — for a quick, short command with no setup, write
[cmd]or[pcmd]as the first line of a sign and the command directly on the lines below — no/signcommand needed at all. -
Clickable menus — a sign can open a real chest-style GUI with named, lored buttons, each running its own command. Supports multiple pages with automatic Previous/Next navigation buttons.

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Animated text — signs can cycle through a looping sequence of text frames, with full
&-color-code support (&a,&l,&n, etc. — colors, bold, italic, underline, strikethrough, obfuscated).

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Discord webhook notifications — fire a message to a configured Discord webhook when a sign triggers, sent synchronously so it can't be cut off by a command that shuts the server down (e.g. a "reboot sign"). The webhook URL is never exposed to players or captured in exports — only a short name is.
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Templates — save a sign's entire setup (commands + animation + menu + Discord) as a named, disk-persisted template, and stamp it onto any number of new signs.
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Undo — every mutating action snapshots the sign's prior state first, so
/sign undocan revert an accidentalclearorremove, up to 20 steps back per player. -
Export/import — back up every OmniSign sign in the world to a file and restore it later (data only — the sign block itself must already exist at that position).
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Dry-run testing —
/sign command test,/sign menu test, and/sign discord testlet an operator preview what a sign does without needing a second account to right-click it. -
Permission nodes — hooks into NeoForge's PermissionAPI, so a server running a permissions plugin can grant trusted non-op players sign-editing rights without making them full operators.
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Per-player cooldowns and use limits — make a sign usable once per player, once a day, or only for the first N players. Perfect for kit and reward signs that can't be spammed. Counters survive restarts.
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Delays and command order — put a wait between commands (
/sign command delay 40) for countdowns and sequences, or make a sign pick one command at random or cycle through them round-robin. -
Live sign text — animated frames can show live values like
{online}/{max}players,{time}and the in-game{daytime}, refreshing automatically. -
Inspect tools —
/sign inspect(or the inspect wand) shows everything a sign does at a glance: commands, triggers, limits, usage, animation, menu and Discord. -
Trigger log — every player-caused trigger is recorded to
config/omnisign/triggers.logand viewable in-game with/sign log. -
Visual cues — signs auto-glow to show what kind they are at a glance: hidden-command signs turn magenta, inline
[cmd]/[pcmd]marker signs turn cyan.
See Command Reference for the exact syntax of each.