Every redstone block, explained
Plain words first, exact numbers when you want them. Java and Bedrock, each on its own.
Which Minecraft do you play?
The guide shows one edition at a time. Switch any time from the bar at the top.
Not sure? If you play with mods or on a PC server with a version number like 1.21, that is Java. If you play with friends on a phone or console, that is Bedrock.
Basics 2
Read these two once. Everything below builds on them.
How redstone power works
Redstone power is like electricity for your build. Some blocks make power (a lever, a button, a torch), some blocks carry it (redstone dust, repeaters), and some blocks do something when they get it (a door, a lamp, a piston). Power has a strength from 1 to 15, and every block of dust it runs along takes 1 away, so a line of dust reaches 15 blocks and then dies. For example, flick a lever, run a line of dust to a lamp, and the lamp turns on.
JavaIn Java, power can be a bit sneaky: a piston, dropper or dispenser also turns on when the empty spot above it is powered, and it may only notice after something nearby changes. Everything happens in a fixed order, so the same build always does the same thing.
BedrockIn Bedrock, only the block itself counts: nothing above a piston can secretly turn it on. Redstone runs in two half steps every tick, one where blocks send power and one where blocks read it, so timings feel slightly more rigid than in Java.
TipIf a mechanism does not fire, check three things: is the dust pointing INTO it (not just running past it), is the block it is fed through a solid block (glass and slabs do not pass power), and is the signal still above 0 after the dust run.
Full rulesHide full rules
How it works
- Signal strength is an integer from 1 to 15; 0 means no signal. The strength never changes how a mechanism behaves, a lamp at strength 1 is just as on as at 15.
- Redstone dust loses 1 strength for every block of dust the signal crosses, so dust alone carries a signal no more than 15 blocks. Most power components set the dust next to them to strength 15.
- Strength is not lost when the signal goes from dust into a block or a component.
- Three families of components: power components make a signal (lever, button, torch, pressure plate, observer), transmission components carry it (dust, repeater, comparator), mechanism components act on it (piston, door, lamp, dispenser).
- A block can be powered by: powered dust pointing into it or lying on top of it, a powered repeater or comparator pointing into it, or a power component attached to or aimed at it.
- Strongly powered (hard powered): the block was powered by a power component, a powered repeater, or a powered comparator. A strongly powered block powers adjacent dust (including dust on top of it and under it) and activates adjacent mechanisms.
- Weakly powered (soft powered): the block was powered only by redstone dust (dust on top of it or pointing into it). A weakly powered block activates adjacent mechanisms and drives repeaters and comparators facing away from it, but it cannot power adjacent dust.
- A powered block, strong or weak, feeds a repeater or comparator facing away from it; a repeater fed any strength outputs 15, a comparator fed from its back outputs the same strength.
- Conductive blocks (called opaque or solid in older guides: stone, dirt, wood planks, concrete, terracotta, deepslate) can be powered, cut a vertical dust connection, and pass a signal both up and down. Whether you can see through the block is not the rule.
- Non-conductive blocks (glass, leaves, slabs, stairs, hoppers, glowstone, ice, TNT, observers, blocks of redstone) cannot be powered and do not cut dust running up or down past them.
- Activated means a mechanism component received a signal and acted on it. A mechanism is activated by powered dust pointing into it or lying on top of it, by a powered repeater or comparator pointing into it, by a power component attached to it, or by an adjacent powered block. Dust running past the side of a mechanism without pointing into it does not activate it.
- A dust dot (unconnected single dust) powers only the block under it, not its side neighbors; a dust cross or line powers the block under it and the blocks its arms point into.
- 1 game tick = 0.05 s (20 game ticks per second). 1 redstone tick = 2 game ticks (0.1 s), giving 10 redstone ticks per second.
- Block updates: when a block changes it tells its neighbors to re-check themselves. Ordinary neighbor updates reach only the touching blocks (taxicab distance 1); redstone dust, torches and rails cascade updates up to 2 blocks away by taxicab distance, including up and down. A block update does not carry power, it only tells a block to look again.
- Update order idea: updates spread depth first. Block A updates B and C one after another; if B changes it updates its own neighbors before C ever hears from A. Chains of updates therefore run to their end before the next branch starts.
In Java
- A game tick is 1/20 s (0.05 s). Most, but not all, redstone events happen in multiples of 2 game ticks (1 redstone tick); a 1 game tick event is called half a redstone tick. Nothing forces components onto a 2 game tick grid.
- Quasi-connectivity (Java only): pistons, sticky pistons, droppers and dispensers also activate when the space directly above them would activate a mechanism, even when that space is air or a non-conductive block. Crafters are not affected.
- Quasi-connectivity has two forms. Immediate QC activation: the source (dust pointing at the space above, a repeater facing it, a torch next to it) changes within 2 blocks, so the piston reacts at once. Update-based QC activation: the source is 3 blocks away, outside the 2 block update range, so the piston stays quietly powered and only fires when any block update reaches it later. This is what a block update detector (BUD) uses.
- Redstone dust can transmit a signal up a non-conductive block (glass, glowstone, a top slab) but not down; a conductive block passes the signal both ways.
- Neighbor changed updates (the ones redstone reacts to) go out in the fixed order west, east, down, up, north, south. Post placement (shape) updates go west, east, north, south, down, up. Comparator updates go north, east, south, west.
- Up to 65,536 scheduled block ticks are processed per game tick.
- Non-conductive in Java only: pistons and honey blocks.
- Random ticks: gamerule random_tick_speed defaults to 3 per chunk section per game tick.
In Bedrock
- A redstone tick is a delay of 2 game ticks (1 redstone tick), 0.1 s, so 10 redstone ticks per 20 game tick second.
- Every game tick is split in two phases: the produce tick (P-tick) on odd game ticks, when components output their signal, and the consume tick (C-tick) on even game ticks, when components read the signals they receive. Pistons can only activate on the C-tick.
- Redstone dust updates every game tick (20 times per second), independently of the P-tick and C-tick system, so dust is one of the few components that can carry a pulse only 1 game tick (0.5 redstone ticks) long.
- Block updates and redstone are not connected in Bedrock: a plain block update does not make a powered piston, dropper or dispenser fire. There is no quasi-connectivity and no BUD behavior from it.
- Glass and pistons pass a dust signal both upward and downward (a two-way vertical ladder); glowstone, hoppers and slabs still let dust power upward only.
- Soft inversion: a redstone torch placed on a piston or sticky piston turns off while the piston is powered.
- Conductive in Bedrock only: bells, big dripleaf, closed shulker boxes, monster spawners, trial spawners.
- Scheduled block ticks are limited to 100 per chunk per game tick; randomTickSpeed defaults to 1.
- The wiki's Block update page has no Bedrock section, so the exact order in which Bedrock updates neighbors is not documented there; do not rely on two components on the same line firing in a fixed order.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Quasi-connectivity exists in Java only: a Java piston, dropper or dispenser fires when the block above it is powered (even air); a Bedrock one fires only when it is powered itself.
- Java: redstone components are not locked to a 2 game tick grid, most just happen in multiples of 2 game ticks (1 redstone tick). Bedrock: every game tick is either a produce tick (odd, components output) or a consume tick (even, components read), and pistons only act on the consume tick.
- Bedrock redstone dust updates every game tick and can carry a 1 game tick (0.5 redstone tick) pulse; the wiki singles this out as a Bedrock feature.
- Java: a block update can fire a quietly powered piston (update-based QC, the basis of BUD switches). Bedrock: block updates and redstone are not connected, so a block update alone never fires anything.
- Vertical dust through non-conductive blocks: Java sends a signal up but never down; Bedrock sends it both up and down through glass and pistons (glowstone, hoppers and slabs stay up-only in Bedrock too).
- Conductivity differs for a few blocks: pistons and honey blocks are non-conductive in Java only; bells, big dripleaf, closed shulker boxes, monster spawners and trial spawners are conductive in Bedrock only.
- Soft inversion (a torch on a powered piston turns off) is a Bedrock behavior; the wiki does not describe it for Java.
- Java documents a fixed neighbor update order (west, east, down, up, north, south) and a cap of 65,536 scheduled ticks per game tick; the Bedrock cap is 100 scheduled ticks per chunk per game tick and the wiki does not document a Bedrock update order.
- Random tick rate: Java random_tick_speed defaults to 3, Bedrock randomTickSpeed defaults to 1.
Rules: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
signal_strength_range0..15A signal is an integer 1 to 15; 0 means no signal. Strength never changes how a mechanism behaves.dust_decay1 per blockDust loses 1 strength per block of dust crossed; max 15 blocks from a strength 15 source. No loss going dust to block or dust to component.source_strength15Most power components power adjacent dust to 15. Repeater outputs 15 from any input; comparator outputs the same strength it reads at its back.strong_powerpower component, powered repeater, powered comparatorA block powered by one of these is strongly powered: it powers adjacent dust (on top, beneath, beside) and activates adjacent mechanisms.weak_powerredstone dust onlyA block powered only by dust on top of it or pointing into it is weakly powered: it activates adjacent mechanisms and drives repeaters/comparators facing away, but cannot power adjacent dust.activationdust pointing in or on top; repeater/comparator pointing in; power component attached; adjacent powered blockDust running past a mechanism without pointing into it does not activate it. Dust dot powers only the block under it.conducts_powerconductive blocks onlyStone, dirt, planks, concrete, terracotta, deepslate etc. can be powered, cut vertical dust, pass a signal up and down. Non-conductive: glass, leaves, slabs, stairs, hoppers, glowstone, ice, TNT, observers, block of redstone, pistons, honey block.transparentnon-conductive cannot be poweredVisibility is not the rule: glowstone and slabs are non-conductive. Non-conductive blocks do not cut dust running up or down past them.vertical_dustup only through non-conductiveDust transmits up a non-conductive block (glass, glowstone, top slab) but not down; a conductive block passes both ways.game_tick0.05 s20 game ticks per second, 50 ms each.redstone_tick2 game ticks (1 redstone tick) = 0.1 sCommunity convention. Most but not all redstone events are multiples of 2 game ticks; nothing forces a 2 game tick grid. 1 game tick = half a redstone tick.quasi_connectivitytruePistons, sticky pistons, droppers, dispensers activate when the space directly above them would activate a mechanism, even if that space is air or non-conductive. Crafters are not affected.qc_update_ruleneeds a block update when source is 3 blocks awayComponents send updates only 2 blocks (taxicab). If the QC source is 3 away, the piston stays powered but does not fire until any block update reaches it (update-based QC, used by BUDs). Within 2 blocks it fires at once.block_update_range1 (2 for dust, torches, rails)Neighbor updates reach touching blocks only; dust, torches and rails cascade updates up to 2 blocks away by taxicab distance including up and down. An update carries no power.update_orderW, E, D, U, N, SNeighbor changed updates (redstone) in that fixed order; shape updates W, E, N, S, D, U; comparator updates N, E, S, W. Depth first: a chain finishes before the next neighbor is told.max_scheduled_ticks65536 per game tickCap on scheduled block ticks processed per game tick.random_tick_speed3Default gamerule random_tick_speed.edition_onlyquasi-connectivity; pistons and honey blocks non-conductive; fixed update orderJava only per the wiki.Rules: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
signal_strength_range0..15A signal is an integer 1 to 15; 0 means no signal. Strength never changes how a mechanism behaves.dust_decay1 per blockDust loses 1 strength per block of dust crossed; max 15 blocks from a strength 15 source. No loss going dust to block or dust to component.source_strength15Most power components power adjacent dust to 15. Repeater outputs 15 from any input; comparator outputs the same strength it reads at its back.strong_powerpower component, powered repeater, powered comparatorA block powered by one of these is strongly powered: it powers adjacent dust (on top, beneath, beside) and activates adjacent mechanisms.weak_powerredstone dust onlyA block powered only by dust on top of it or pointing into it is weakly powered: it activates adjacent mechanisms and drives repeaters/comparators facing away, but cannot power adjacent dust.activationdust pointing in or on top; repeater/comparator pointing in; power component attached; adjacent powered blockDust running past a mechanism without pointing into it does not activate it. Dust dot powers only the block under it.conducts_powerconductive blocks onlyStone, dirt, planks, concrete, terracotta, deepslate etc. can be powered and cut vertical dust. Also conductive in Bedrock only: bells, big dripleaf, closed shulker boxes, monster spawners, trial spawners. Non-conductive: glass, leaves, slabs, stairs, hoppers, glowstone, ice, TNT, observers, block of redstone.transparentnon-conductive cannot be poweredVisibility is not the rule: glowstone and slabs are non-conductive. Non-conductive blocks do not cut dust running up or down past them.vertical_dustboth ways through glass and pistons; up only through glowstone, hoppers, slabsGlass and pistons make two-way vertical ladders in Bedrock; glowstone, hoppers and slabs still pass dust power upward only.game_tick0.05 s20 game ticks per second, 50 ms each.redstone_tick2 game ticks (1 redstone tick) = 0.1 sAn official Bedrock unit: 10 redstone ticks per 20 game tick second.tick_phasesP-tick odd, C-tick evenProduce tick on odd game ticks: components output their signal. Consume tick on even game ticks: components read signals. Pistons activate only on the C-tick.dust_update_rateevery game tickDust updates 20 times per second independently of the P/C system, so it can carry a 1 game tick (0.5 redstone tick) pulse.quasi_connectivityfalseA piston, dropper or dispenser fires only when the block itself is powered; power above it does nothing.block_updates_and_redstonenot connectedWiki: in Bedrock, block updates and redstone are not connected. A block update alone never fires a mechanism, so no BUD switches from QC.block_update_range1 (2 for dust, torches, rails)Neighbor updates reach touching blocks only; dust, torches and rails cascade updates up to 2 blocks away by taxicab distance including up and down.update_ordernot documentedThe wiki's Block update page has an empty Bedrock section; treat the order of components fed by the same signal in the same tick as unspecified.soft_inversiontrueA redstone torch on a piston or sticky piston turns off while the piston is powered.max_scheduled_ticks100 per chunk per game tickCap on scheduled block ticks.random_tick_speed1Default randomTickSpeed.edition_onlyP-tick/C-tick phases; dust every game tick; two-way glass and piston ladders; soft inversion; Bedrock-only conductive blocksBedrock only per the wiki.Sources: minecraft.wiki, Redstone mechanics, Tick, Quasi-connectivity, Redstone components, Conductivity, Block update, Redstone Dust, Tutorial:Quasi-connectivity, Redstone circuits
Java and Bedrock: what is different
Minecraft comes in two editions, Java (PC) and Bedrock (phones, consoles, Windows app), and their redstone is not quite the same. Most simple things work the same way: dust carries power up to 15 blocks, repeaters and comparators take the same time, buttons and plates stay on for the same time. The differences show up in the fiddly bits: how pistons get powered, how fast things react, and what a machine does when several parts fire at the same moment. A door opener works in both, but a fast piston contraption copied from a video may only work in the edition the video was made in.
JavaIn Java, pistons, droppers and dispensers also switch on when the spot above them is powered (quasi-connectivity), a piston can start moving almost instantly, and the game does things in a fixed, predictable order, so exact-timing machines are reliable.
BedrockIn Bedrock, there is no quasi-connectivity, every mechanism waits for the next redstone tick before it moves, and redstone runs on its own schedule apart from block updates, so tight timing tricks from Java often fail. Dust can also carry power downward through glass, and dust next to a piston points into it on its own.
TipBuild with the simple, shared rules first: dust, repeaters, comparators, torches and levers. When a design depends on a piston firing from the block above, a 1-tick pulse, or a race between two parts, check which edition it was made for before you copy it.
Full rulesHide full rules
How it works
- Redstone dust carries signal strength 15 at the source and loses 1 per block of dust, so 15 blocks is the limit before a repeater is needed (both editions).
- 1 redstone tick = 2 game ticks = 0.1 s in both editions; on Java the term is community-made, on Bedrock it is an official unit.
- Repeater delays are 2, 4, 6 or 8 game ticks (1, 2, 3 or 4 redstone ticks) and a comparator takes 2 game ticks (1 redstone tick) in both editions.
- A redstone torch takes 2 game ticks (1 redstone tick) to change state in both editions.
- A piston takes 2 game ticks (1 redstone tick) to extend or retract and can move at most 12 blocks in both editions; the difference is in the start delay before it moves.
- An observer emits strong power 15 for 2 game ticks (1 redstone tick) in both editions.
- Stone buttons stay on 20 game ticks (10 redstone ticks), wooden buttons 30 game ticks (15 redstone ticks), in both editions.
- Stone and wooden pressure plates release 20 game ticks (10 redstone ticks) after the last entity leaves; weighted plates release after 10 game ticks (5 redstone ticks), in both editions.
- Droppers and dispensers respond 4 game ticks (2 redstone ticks) after activation in both editions.
- Hoppers move 1 item every 8 game ticks (4 redstone ticks), 2.5 items per second, in both editions.
- One power source lights up to 17 connected powered rails (or activator rails): the powered one plus 8 on each side, in both editions.
- Slime blocks and honey blocks never stick to each other in either edition.
- A block of redstone gives weak power 15 to its neighbors and can be pushed by pistons in both editions.
- Strongly powered blocks power adjacent dust; weakly powered blocks do not power dust but still activate mechanisms and feed repeaters and comparators facing away, in both editions.
In Java
- Quasi-connectivity: a piston, dropper or dispenser activates if the block above it would be activated, even when that block is air. Java only. A block update may be needed to notice it.
- Piston start delay is 0 game ticks when powered in the scheduled tick, random tick or block event phase, and 1 game tick when powered in the entity phase, block entity phase or by a player action; the piston then takes 2 game ticks (1 redstone tick) to move.
- A piston that loses power while extending aborts and starts retracting (if it can detect the change).
- Only the back of a piston is generally safe for attachments such as levers; side attachments break when the piston extends.
- Dust can send power up a non-conductive block but never down through one.
- Single dust can be right-clicked into a dot; a dot powers only the block under it. Java only.
- Dust does not point into a piston's back or sides on its own.
- Block update order is fixed: a placed, removed or replaced block updates its neighbors west, east, down, up, north, south; post-placement updates go west, east, north, south, down, up; comparator updates go north, east, south, west.
- Observers detect shape updates from the block they face (block state changes, placing, breaking). Pushing an inactive observer makes it pulse after its normal delay; pushing one that is emitting turns it off instead.
- Hoppers and droppers cannot be moved by pistons. A locked hopper can still receive items from a dropper and can be pulled from by a hopper below.
- A redstone torch burns out after toggling more than 8 times within 60 game ticks (30 redstone ticks) and may try to relight after 160 game ticks (80 redstone ticks).
- A repeater on 2 game ticks (1 redstone tick) stretches any 0-tick or 1-tick pulse to a full pulse; longer settings swallow short off-pulses unless they line up with a scheduled tick.
- Comparators may miss signals that flip within 2 game ticks (1 redstone tick); a comparator whose measured block is itself powered to 15 outputs 15 regardless of fill level. Comparators cannot be placed on walls or fences and cannot be waterlogged.
- Powered rails no longer use quasi-connectivity (changed in 1.2). A new unconnected rail faces the way the player faces. Most mobs avoid walking on rails.
- A redstone lamp turns on at once and turns off 4 game ticks (2 redstone ticks) after power stops.
- A fence gate opened by redstone can be closed by hand and stays closed until a new activation arrives.
- Single open trapdoors directly above a ladder on the same wall side can be climbed.
- Honey blocks are non-conductive. Levers and buttons are washed away by flowing water or lava.
- An inverted daylight detector outputs 15 in the Nether; a normal one outputs nothing there.
- Block states use words: facing, powered, extended, lit, open, half, hinge.
In Bedrock
- No quasi-connectivity: a piston, dropper or dispenser only activates when the block itself is powered.
- Piston start delay is a fixed 2 game ticks (1 redstone tick), and the piston can only start on a C-tick; it then takes 2 game ticks (1 redstone tick) to move.
- Levers and other support-needing blocks can sit on the back or the sides of a piston without breaking when it extends.
- Soft inversion (Bedrock only): a redstone torch attached to a piston turns off while the piston is powered and back on when it is depowered, even through indirect powering and even if the piston cannot move.
- Dust automatically points into a piston or sticky piston placed next to it (except at the head).
- Dust can pass power downward through glass; it can never go down from a slab.
- The dot form of dust is a Java feature; the wiki marks the right-click dot as Java only.
- Official redstone tick: the P-tick (produce) runs on odd game ticks and components output; the C-tick (consume) runs on even game ticks and components read. Dust alone updates every game tick, so it can carry a 1 game tick pulse.
- Repeaters, comparators, torches and observers read their input on a P-tick; mechanisms (pistons, lamps, doors, trapdoors, powered rails, activator rails, dispensers, droppers, hopper locking) act only on a C-tick.
- Block updates and redstone are not connected: the redstone system is calculated on its own threads, apart from the main game loop. The wiki gives no fixed neighbor update order for Bedrock (its section is empty).
- Observers act as block update detectors: anything that causes a block update triggers them, and they only detect on odd game ticks (P-ticks). A piston-moved observer always pulses immediately.
- Hoppers and trapped chests can be moved by pistons; hoppers can be waterlogged. Pushing an item into an empty hopper starts an 8 game tick (4 redstone tick) cooldown.
- A redstone torch only burns out when it powers itself with no delay in between, and it recovers after a block update.
- Comparators read containers through non-conductive blocks: pistons, sticky pistons, dirt path, farmland, chains, copper grates, chorus plant and chorus flower. They can sit on walls and fences, be waterlogged, and read a shelf (1, 2 or 4 per slot, max 7).
- Powered rails and activator rails switch only on a C-tick. A new unconnected rail is placed straight north to south.
- A redstone lamp turns on at once and turns off 6 game ticks (3 redstone ticks) after power stops.
- Trapdoors switch only on a C-tick. Doors, pressure plates, daylight detectors, comparators and hoppers can be waterlogged.
- Honey blocks conduct power (mobs do not suffocate inside them). Monster spawners, trial spawners, closed shulker boxes, big dripleaf and bells are conductive in Bedrock only.
- An inverted daylight detector never outputs anything in the Nether or the End.
- Levers can go on top of a fence, wall or hopper, and underwater. Block states use numbers and bits: facing_direction, powered_bit, triggered_bit, open_bit, button_pressed_bit, lever_direction.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Quasi-connectivity: Java pistons, droppers and dispensers also fire when the block above them is powered; Bedrock has no quasi-connectivity at all.
- Piston timing: Java start delay is 0 or 1 game tick depending on the tick phase; Bedrock is a fixed 2 game ticks (1 redstone tick) and only on a C-tick. Both then move in 2 game ticks (1 redstone tick).
- Piston extras: Java aborts an extension when depowered mid-move and only the piston back is safe for attachments; Bedrock allows attachments on back and sides, and has soft inversion (a torch on a piston flips with the piston's power), which Java lacks.
- Dust direction: Java dust sends power up a non-conductive block but not down; Bedrock dust can go down through glass (never down from slabs).
- Dust shape: Java has the right-click dot that powers only the block under it; Bedrock dust points into a piston's back and sides automatically, Java dust does not.
- Update order: Java updates neighbors in a fixed west, east, down, up, north, south order (post-placement: west, east, north, south, down, up); Bedrock runs redstone on its own threads and phases, block updates and redstone are not connected, and the wiki documents no neighbor order for it, so order-dependent (locational) tricks from Java are not reliable there.
- Redstone tick: on Java it is an informal 2 game tick unit and components are not forced onto it; on Bedrock it is official, with a produce phase on odd game ticks and a consume phase on even game ticks, and only dust updates every game tick.
- Observers: Java detects shape updates from the faced block; Bedrock detects any block update and only on odd game ticks. Pushed by a piston: Java pulses after its delay (or turns off if already emitting), Bedrock always pulses immediately.
- Hoppers: Java hoppers cannot be pushed by pistons and lock instantly on power; Bedrock hoppers can be pushed, can be waterlogged, and lock only on a C-tick.
- Droppers and dispensers: same 4 game tick (2 redstone tick) delay, but Java adds quasi-connectivity and Java droppers cannot be pushed; Bedrock fires only on a C-tick. Dispenser item behavior differs (Java places armor stands and gives villagers armor).
- Torches: same 2 game tick (1 redstone tick) switch, but Java burns out after more than 8 toggles in 60 game ticks (30 redstone ticks) and may relight after 160 game ticks (80 redstone ticks); Bedrock only burns out in a zero-delay self-powering loop and relights on a block update.
- Repeaters and comparators: same delays, but Java 2-tick repeaters stretch 0-tick and 1-tick pulses and Java comparators can miss 2 game tick flips; Bedrock comparators read through pistons and other non-conductive blocks, go on walls and fences, and can be waterlogged.
- Pressure plates: same 20 game tick (10 redstone tick) and 10 game tick (5 redstone tick) release times; Bedrock plates can be waterlogged, Java plates cannot.
- Rails: same 17-rail chain; Bedrock powered and activator rails switch only on a C-tick, Java removed rail quasi-connectivity in 1.2; a fresh rail follows the player's facing on Java but lies north to south on Bedrock; only Java mobs avoid rails.
- Redstone lamp: off delay is 4 game ticks (2 redstone ticks) on Java and 6 game ticks (3 redstone ticks) on Bedrock.
- Doors, trapdoors, fence gates: Bedrock trapdoors act only on a C-tick and Bedrock doors waterlog; Java trapdoors above a ladder are climbable; only on Java can a redstone-opened fence gate be closed by hand and stay closed.
- Trapped chests: Bedrock can push them with pistons, Java cannot.
- Honey blocks: non-conductive on Java, conductive on Bedrock. Bedrock also treats spawners, trial spawners, closed shulker boxes, big dripleaf and bells as conductive.
- Daylight detector: inverted outputs 15 in the Java Nether but nothing in the Bedrock Nether or End; Bedrock detectors can be waterlogged.
- Levers and buttons: Java fluids wash them away; Bedrock levers can sit on fences, walls, hoppers and underwater.
- Block states are named differently: Java facing/powered/extended, Bedrock facing_direction/powered_bit/triggered_bit and similar.
Rules: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
quasi_connectivitytruePistons, droppers and dispensers activate if the block above them would be activated, even if it is air. Crafters are not affected. A block update within 2 blocks (taxicab) may be needed for the block to notice.piston_start_delay0 or 1 game ticks0 when powered in the scheduled tick, random tick or block event phase; 1 game tick when powered in the entity phase, block entity phase or by a player action. Then 2 game ticks (1 redstone tick) to move.piston_move_time2 game ticks1 redstone tick to extend or retract; push limit 12 blocks.piston_abort_on_depowertrueA piston depowered during extension aborts and retracts if it can detect the change.piston_attachmentsback onlyMost support-needing blocks are only safe on the back of a piston; side attachments break on extension.soft_inversionfalseThe torch-on-piston flip is a Bedrock only property.dust_verticalup onlyDust can send power up a non-conductive block but not down through one; a conductive block between two dust levels cuts the link.dust_dottrueRight-click toggles a lone cross into a dot; the dot powers only the block beneath it. Java only.dust_connects_to_pistonsfalseDust does not automatically point into a piston; the Bedrock back/side exception does not apply.update_orderfixedNeighbor updates go west, east, down, up, north, south; post-placement (shape) updates go west, east, north, south, down, up; comparator updates go north, east, south, west. Order-dependent (locational) circuits are reliable.redstone_tickinformal, 2 game ticksCommunity term; no component is forced onto a 2 game tick alignment. Scheduled ticks run before block events in a game tick.block_updates_drive_redstonetrueComponents update neighbors up to 2 blocks away (taxicab); observers read shape updates.observer_detectsshape updatesFrom the faced block only: block state changes, placing, breaking. Pulse 2 game ticks (1 redstone tick) at strength 15. Pushed while inactive: pulses after its delay; pushed while emitting: turns off.hopper_movable_by_pistonnoTransfer 1 item per 8 game ticks (4 redstone ticks). Locked hoppers still accept items from droppers and can be pulled from below. Not waterloggable.dropper_movable_by_pistonnoDelay 4 game ticks (2 redstone ticks). Has quasi-connectivity.dispenser_delay4 game ticks2 redstone ticks. Has quasi-connectivity. Java only item behaviors: places armor stands, equips villagers with armor.torch_burnoutmore than 8 toggles in 60 game ticks60 game ticks = 30 redstone ticks; may try to relight after 160 game ticks (80 redstone ticks). Switch time 2 game ticks (1 redstone tick).repeater_min_pulsestretches 0 and 1 tick pulsesA repeater on 2 game ticks (1 redstone tick) extends any 0-tick or 1-tick pulse; longer settings drop short off-pulses unless aligned with a scheduled tick. Delays 2/4/6/8 game ticks (1/2/3/4 redstone ticks).comparator_passthroughconductive blocks onlyDelay 2 game ticks (1 redstone tick). May miss flips within 2 game ticks. If the intervening block is powered to 15 it outputs 15. Not placeable on walls or fences, not waterloggable.pressure_plate_off_delay20 game ticks10 redstone ticks for stone and wood; weighted plates 10 game ticks (5 redstone ticks). Not waterloggable.rail_chain17Powered and activator rails: source plus 8 each side. Rails have no quasi-connectivity (removed in 1.2). New unconnected rail faces the player. Most mobs avoid rails.lamp_off_delay4 game ticks2 redstone ticks; turns on instantly.fence_gate_manual_closetrueA redstone-opened gate can be closed by hand and stays closed until a new activation.trapdoor_ladder_climbtrueA single open trapdoor directly above a ladder on the same wall side is climbable.trapped_chest_movable_by_pistonnoBedrock only allows it.honey_conducts_powerfalseHoney blocks are non-conductive on Java.extra_conductive_blocksnoneThe Bedrock only list (spawners, trial spawners, closed shulker boxes, big dripleaf, bells) does not apply.daylight_inverted_nether15Inverted detector outputs 15 in the Nether; normal detector outputs nothing there. Output refreshes every 20 game ticks (10 redstone ticks).lever_fluidwashed awayLevers and buttons are destroyed by flowing water or lava.state_namingfacing / powered / extendedWord-based block states: facing, powered, extended, lit, open, half, hinge, triggered, face.edition_onlyquasi-connectivity, dust dot, 0 or 1 tick piston start, fixed update orderThings a Bedrock player will not find.Rules: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
quasi_connectivityfalsePistons, droppers and dispensers activate only when the block itself is powered.piston_start_delay2 game ticksFixed 1 redstone tick; the piston can only start on a C-tick. Then 2 game ticks (1 redstone tick) to move.piston_move_time2 game ticks1 redstone tick to extend or retract; push limit 12 blocks.piston_abort_on_depowernot documentedThe wiki states the mid-extension abort for Java only; it is silent for Bedrock.piston_attachmentsback and sidesSupport-needing blocks such as levers survive on the back or sides of a piston when it extends.soft_inversiontrueA redstone torch attached to a piston turns off while the piston is powered and on when depowered, even through indirect powering and even if the piston cannot move. Bedrock only.dust_verticalup and downPower can descend through glass; it can never go down from a slab. The Java up-only rule does not apply.dust_dotfalseThe wiki marks the right-click dot as Java only.dust_connects_to_pistonstrueDust next to a piston or sticky piston points into its back and side faces automatically (not the head). Dust exposes connection_north/east/south/west states (none, side, up) since 26.60.update_ordernot documentedBlock updates and redstone are not connected; redstone is calculated on its own threads apart from the main game loop. The wiki's Bedrock block update section is empty, so no neighbor order is guaranteed and Java order-dependent (locational) tricks are unreliable.redstone_tickofficial, 2 game ticksP-tick (produce) on odd game ticks: components output; C-tick (consume) on even game ticks: components read. Repeaters, comparators, torches, observers read on a P-tick; mechanisms act on a C-tick. Dust updates every game tick and can carry a 1 game tick pulse.block_updates_drive_redstonefalseRedstone runs separately from block updates; observers are the exception because they are block update detectors.observer_detectsany block updateDetects only on odd game ticks (P-ticks). Pulse 2 game ticks (1 redstone tick) at strength 15. Pushed by a piston: always pulses immediately.hopper_movable_by_pistonyesTransfer 1 item per 8 game ticks (4 redstone ticks); an item pushed into an empty hopper starts an 8 game tick cooldown. Locks only on a C-tick. Waterloggable.dropper_movable_by_pistonnot documentedThe wiki states the piston restriction for Java only. Delay 4 game ticks (2 redstone ticks), fires only on a C-tick, no quasi-connectivity.dispenser_delay4 game ticks2 redstone ticks; fires only on a C-tick. No quasi-connectivity. Does not place armor stands or equip villagers.torch_burnoutself-loop onlyA torch burns out only when it is in a circuit that powers itself with no delay; it recovers after a block update. Switch time 2 game ticks (1 redstone tick).repeater_min_pulsenot documentedDelays 2/4/6/8 game ticks (1/2/3/4 redstone ticks); input read on a P-tick. The Java pulse-stretching note is not stated for Bedrock.comparator_passthroughconductive and listed non-conductive blocksReads containers through pistons, sticky pistons, dirt path, farmland, iron and copper chains, copper grates, chorus plant and chorus flower. Delay 2 game ticks (1 redstone tick). Placeable on walls and fences, waterloggable, reads shelves (1, 2 or 4 per slot, max 7).pressure_plate_off_delay20 game ticks10 redstone ticks for stone and wood; weighted plates 10 game ticks (5 redstone ticks). Waterloggable.rail_chain17Powered and activator rails: source plus 8 each side, but they switch only on a C-tick. New unconnected rail lies north to south. Mobs do not avoid rails.lamp_off_delay6 game ticks3 redstone ticks; turns on instantly.fence_gate_manual_closenot documentedThe manual-close-stays-closed rule is stated for Java only.trapdoor_ladder_climbfalseNo trapdoor climbing is documented. Trapdoors switch only on a C-tick; doors in water are waterlogged.trapped_chest_movable_by_pistonyesBedrock only.honey_conducts_powertrueHoney blocks are conductive; mobs and players do not suffocate inside them.extra_conductive_blocksspawner, trial spawner, closed shulker box, big dripleaf, bellConductive in Bedrock only. Pistons stay non-conductive but comparators read through them.daylight_inverted_nether0An inverted detector never outputs in the Nether or the End. Waterloggable.lever_fluidplaceable underwaterLevers can go on top of a fence, wall or hopper and underwater.state_namingfacing_direction / *_bitNumber and bit block states: facing_direction 0 to 5, powered_bit, triggered_bit, open_bit, button_pressed_bit, lever_direction, torch_facing_direction, upside_down_bit.edition_onlysoft inversion, P/C ticks, dust into pistons, comparator through pistons, movable hoppers and trapped chestsThings a Java player will not find.Sources: minecraft.wiki, Redstone mechanics, Quasi-connectivity, Piston, Redstone Dust, Observer, Block update, Redstone tick, Tick, Hopper, Dispenser, Dropper, Redstone Torch, Redstone Repeater, Redstone Comparator, Pressure Plate, Powered Rail, Detector Rail, Activator Rail, Rail, Button, Lever, Note Block, Daylight Detector, Redstone Lamp, Door, Trapdoor, Fence Gate, Trapped Chest, Slime Block, Honey Block, Block of Redstone, Bedrock Edition 26.60, Redstone Experiments
Sources 10
Blocks that make power.
Redstone Torch
minecraft:redstone_torch, minecraft:redstone_wall_torch, minecraft:unlit_redstone_torchA redstone torch is a little torch that gives out full redstone power all the time, without you touching it. It also works backwards: if the block it is stuck to gets powered, the torch turns off. That makes it both a power source and a NOT gate, so it is the block you use to flip a signal, for example to make a door that is open by default and closes when you pull a lever.
JavaIn Java a torch that flickers on and off too fast burns out and goes dark, and it may or may not relight on its own after 8 seconds, so a nudge from a block update is the sure way to wake it up.
BedrockIn Bedrock a torch only burns out when it is wired so that it powers itself with no delay, a torch sitting on a piston goes dark whenever that piston is powered (a handy trick called soft inversion), and Bedrock is the only edition that lets you stick a torch on a hopper.
TipThe torch never powers the block it is standing on, so put your dust or repeater beside it or on the block above it, not under it.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Output is signal strength 15 while lit: it powers adjacent redstone dust, and repeaters and comparators facing away from it, with strength 15.
- A lit torch strongly powers the block directly above it and weakly powers its other direct neighbors, excluding the block it is attached to.
- The torch never powers or activates the block it is attached to.
- It is an inverter: power level 0 on the attachment block becomes 15 at the torch, power levels 1 to 15 on the attachment block become 0.
- It turns off when powered from the back (wall torch) or from below (floor torch), meaning when its attachment block is powered; it turns back on when that block is depowered.
- Every state change takes 2 game ticks (1 redstone tick), 0.1 s barring lag, both for going out and for relighting.
- Burn-out: forced to turn off more than eight times in 60 game ticks (30 redstone ticks, 3 seconds) it produces smoke and a hiss, goes dark, and ignores state changes until the count of changes in the last 60 game ticks drops below eight.
- A burned-out torch turns back on after receiving a block update. The Redstone components page also says, with no edition marking, that a burned-out torch re-lights on a redstone update or randomly after a short time.
- Walls, fences, glass, slabs and stairs are non-conductive, so a torch attached to one of them can never be switched off through that block (hoppers too, but a torch can be placed on a hopper only in Bedrock).
- Placement: on top of or on the side of any conductive block, on top of a non-conductive block that is at least 16 pixels tall with a 2x2 pixel surface under the torch, or on a full side face of a non-conductive block. Never on the bottom of a block. Placing against an invalid face may snap it to a valid face in the same space.
- It is a non-solid, transparent block with no collision: it does not conduct power like a solid block.
- A piston pushing it, or pushing a block into its space, breaks it and it drops as an item; it also drops when its attachment block is removed or water flows in, and lava destroys it without a drop.
- Light level 7. Broken instantly by hand or any tool.
- The lit torch is the default. The unlit torch is not a normal item: in Java it is the lit=false block state of redstone_torch / redstone_wall_torch, in Bedrock it is a separate block, minecraft:unlit_redstone_torch (numeric 75).
- The wiki is silent on a comparator reading a torch: treat it as no comparator output.
In Java
- Java torches do not respond to every 2 game tick (1 redstone tick) pulse: a very short pulse into the attachment block may be skipped, so do not rely on a 1 redstone tick pulse to toggle a torch. The wiki gives no safe minimum pulse length.
- After burning out, a Java torch might or might not attempt to relight on its own after 160 game ticks (80 redstone ticks, 8 seconds), depending on the update chain that caused the burn-out; a block update relights it for sure.
- The burn-out rule is stated without any restriction on what drives the torch: forced off more than eight times in 60 game ticks (30 redstone ticks) and it burns out.
- Two block IDs: minecraft:redstone_torch (floor) with state lit, and minecraft:redstone_wall_torch with states facing (north default, east, south, west) and lit. lit is true by default.
- The unlit torch cannot be obtained as an item without commands.
- Hoppers are not a valid attachment block in Java (the wiki marks torch-on-hopper as Bedrock only).
- Its scheduled block tick has priority 0 (only repeaters and comparators get non-zero priorities), so it runs in scheduling order among priority 0 ticks.
- Sounds: block.wood.place, block.wood.break, block.redstone_torch.burnout.
In Bedrock
- Each torch can only burn itself out: it must sit in a circuit that makes it power itself with no delay, otherwise it never burns out. A block update relights it.
- Soft inversion: a torch placed on a piston or sticky piston turns off when that piston is powered.
- A torch can be placed on a hopper (Bedrock only); since the hopper is non-conductive that torch can never be switched off through the hopper.
- Two block identifiers: minecraft:redstone_torch (numeric 76) for the lit torch, one block for floor and wall placement, with state torch_facing_direction: unknown 0 (unused), west 1 (default), east 2, north 3, south 4, top 5. The unlit torch is minecraft:unlit_redstone_torch (numeric 75).
- The unlit torch can be obtained through inventory editing.
- Updates run in Bedrock's fixed two-phase cycle: a torch reads its input on a P-tick (odd game tick) and after its delay writes its output on the following C-tick (even game tick).
- Sounds: place.wood, dig.wood, random.fizz (burn-out).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Burn-out condition: the wiki states the general rule (forced off more than eight times in 60 game ticks, 30 redstone ticks) for both editions with no restriction on what drives the torch, and adds for Bedrock only that each torch can only burn itself out, by powering itself with no delay.
- Relighting after burn-out: both relight on a block update. The torch page marks the maybe-relight after 160 game ticks (80 redstone ticks, 8 seconds) as Java; it says nothing about a timed relight for Bedrock, while the Redstone components page lists a random relight after a short time with no edition marking.
- Short pulses: Java torches do not respond to all 2 game tick (1 redstone tick) pulses; the wiki states no such skip for Bedrock.
- Soft inversion (torch on a powered piston goes off) exists only in Bedrock.
- Torch on a hopper: only Bedrock lets a torch be placed on a hopper.
- Block states: Java splits floor and wall torches into redstone_torch and redstone_wall_torch with lit and facing; Bedrock uses one lit redstone_torch block (76) with torch_facing_direction (west 1 default, east 2, north 3, south 4, top 5, unknown 0 unused) and a separate minecraft:unlit_redstone_torch block (75).
- Obtaining the unlit torch: Java needs commands; Bedrock can get it by inventory editing.
- Timing model: Bedrock schedules torches on the strict P-tick / C-tick two-phase cycle; Java uses scheduled block ticks where the torch has priority 0 (only repeaters and comparators carry non-zero priorities) and is ordered by scheduling order.
- Sound names differ: block.redstone_torch.burnout on Java, random.fizz on Bedrock.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueProvides a constant signal while lit; lit is the default state.output_strength15Powers adjacent dust, and repeaters and comparators facing away from it, at strength 15 while lit; 0 while unlit.strong_powerthe block above itOnly the block directly above the torch is strongly powered (it can then power dust).weak_powerother direct neighbors except the attachment blockWeakly powered neighbors activate mechanisms and power repeaters/comparators facing away, but do not power dust.attachment_blocknever powered by the torchThe torch does not power or activate the block it is attached to.inputattachment block poweredReads whether the block it is attached to is powered (from below for a floor torch, from behind for a wall torch). Powered = torch off. Inverter: 0 in gives 15 out, 1 to 15 in gives 0 out.activation_delay22 game ticks (1 redstone tick), 0.1 s, to turn on after the attachment block is depowered.off_delay22 game ticks (1 redstone tick), 0.1 s, to turn off after the attachment block is powered.min_pulse_detectedmore than 2 game ticksWiki: in Java, redstone torches do not respond to all 2 game tick (1 redstone tick) pulses. The wiki states no safe minimum pulse length; treating 2 game tick pulses as unreliable is the guide's own reading of that sentence.burnoutmore than 8 off-switches in 60 game ticksForced off more than eight times in 60 game ticks (30 redstone ticks, 3 s): smoke, hiss, goes dark, ignores state changes until changes in the last 60 game ticks drop below eight. The wiki states no restriction on what drives it.burnout_recoveryblock update, or maybe 160 game ticksRelights on a block update. May or may not relight by itself after 160 game ticks (80 redstone ticks, 8 s) depending on the update chain that burned it out (Java-marked on the torch page).connects_to_dusttrueAdjacent dust points at the torch and is powered at 15.transparenttrueNon-solid, no collision; does not conduct power like a solid block.conducts_powerfalsePower does not pass through the torch block itself.movable_by_pistonbreaksPushed by a piston, or a block pushed into its space, it drops as an item.stickyfalseNot sticky.stateslit; facing (wall torch)redstone_torch: lit true/false (default true). redstone_wall_torch: facing north (default)/east/south/west, lit true/false. The unlit torch is the lit=false state, not a separate block.comparator_readsnoneThe wiki does not describe any comparator reading from a torch; a comparator facing away from it just receives its 15 as input.quasi_connectivityfalseThe Redstone Torch wiki page never mentions quasi-connectivity; it only describes the torch reacting to its own attachment block being powered. Its strongly powered block above can feed quasi-connected pistons or dispensers like any powered block.update_orderscheduled tick, priority 0Tick page: block ticks run by priority then scheduling order; only repeaters (-3/-2/-1) and comparators (-1) have non-zero priorities, all other block ticks have priority 0.non_conductive_attachmentcannot be switched offAttached to walls, fences, glass, slabs or stairs the torch can never be deactivated through that block. Hoppers are not a valid attachment in Java.placementtop or side of a conductive block; top of a non-conductive block at least 16 px tall with a 2x2 px surface; full side face of a non-conductive blockNever on the bottom of a block. Not on hoppers (Bedrock only). An invalid face may snap the torch to a valid adjacent face.light_level7Lit torch only.breaks_whenattachment block removed, water flows in, lava flows inWater: drops as item. Lava: destroyed without a drop.interactionnoneRight click does nothing.soundblock.wood.place / block.wood.break / block.redstone_torch.burnoutBurn-out plays a fizz like extinguishing fire (subtitle: Torch fizzes).edition_onlymaybe-relight after 160 game ticks; skips some 2 game tick pulsesBoth listed on the wiki as Java Edition behavior.unlit_itemcommands onlyThe unlit torch cannot be obtained as an item without commands.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueProvides a constant signal while lit; lit is the default.output_strength15Powers adjacent dust, and repeaters and comparators facing away from it, at strength 15 while lit; 0 while unlit.strong_powerthe block above itOnly the block directly above the torch is strongly powered (it can then power dust).weak_powerother direct neighbors except the attachment blockWeakly powered neighbors activate mechanisms and power repeaters/comparators facing away, but do not power dust.attachment_blocknever powered by the torchThe torch does not power or activate the block it is attached to.inputattachment block powered, or attachment piston poweredReads whether the block it is attached to is powered (below for a floor torch, behind for a wall torch). Powered = torch off. Inverter: 0 in gives 15 out, 1 to 15 in gives 0 out. Soft inversion: if the attachment block is a piston or sticky piston, the torch also turns off when that piston is powered.activation_delay22 game ticks (1 redstone tick), 0.1 s, to turn on after the attachment block is depowered.off_delay22 game ticks (1 redstone tick), 0.1 s, to turn off after the attachment block is powered.min_pulse_detectedunconfirmedThe wiki marks the skipped 2 game tick (1 redstone tick) pulse quirk as Java only and says nothing either way for Bedrock. Could not confirm on the wiki.burnoutonly self-powering with no delayEach torch can only burn itself out: it must be in a circuit that makes it power itself with no delay (more than eight off-switches in 60 game ticks, 30 redstone ticks). Otherwise it never burns out.burnout_recoveryblock updateRelights on a block update (confirmed). The torch page marks the timed relight after 160 game ticks as Java; the Redstone components page lists a random relight after a short time with no edition marking, so a timed relight in Bedrock is neither confirmed nor ruled out by the wiki.connects_to_dusttrueAdjacent dust points at the torch and is powered at 15.transparenttrueNon-solid, no collision; does not conduct power like a solid block.conducts_powerfalsePower does not pass through the torch block itself.movable_by_pistonbreaksPushed by a piston, or a block pushed into its space, it drops as an item.stickyfalseNot sticky.statestorch_facing_directionminecraft:redstone_torch (numeric 76), one block for floor and wall: torch_facing_direction unknown 0 (unused), west 1 (default), east 2, north 3, south 4, top 5. The unlit torch is a separate block, minecraft:unlit_redstone_torch (numeric 75).comparator_readsnoneThe wiki does not describe any comparator reading from a torch; a comparator facing away from it just receives its 15 as input.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderP-tick read, C-tick writeReads its input on a P-tick (odd game tick) and after its 2 game tick (1 redstone tick) delay writes its output on the following C-tick (even game tick).non_conductive_attachmentcannot be switched offAttached to walls, fences, glass, slabs, hoppers or stairs the torch can never be deactivated through that block. Placing on a hopper is Bedrock only.placementtop or side of a conductive block; top of a non-conductive block at least 16 px tall with a 2x2 px surface; full side face of a non-conductive block; on a hopperNever on the bottom of a block. Torch on a hopper is Bedrock only. An invalid face may snap the torch to a valid adjacent face.light_level7Lit torch only.breaks_whenattachment block removed, water flows in, lava flows inWater: drops as item. Lava: destroyed without a drop.interactionnoneRight click does nothing.soundplace.wood / dig.wood / random.fizzrandom.fizz plays on burn-out.edition_onlysoft inversion; self-burnout only; torch on a hopperTorch on a powered (sticky) piston turns off; burn-out only from a zero-delay self-powering loop; hoppers accept a torch only in Bedrock.unlit_iteminventory editingThe unlit torch (minecraft:unlit_redstone_torch) can be obtained via inventory editing.Sources: minecraft.wiki, Redstone Torch, Redstone components, Redstone mechanics, Tick
Block of Redstone
minecraft:redstone_blockA block of redstone is a solid block that is always on. Anything touching it gets full power: dust, repeaters, comparators, pistons, lamps and doors. You cannot switch it off, but pistons can push and pull it, so moving it in and out of place is how you turn things on and off. It is made from 9 redstone dust and can be crafted back, so it is also a compact way to store redstone.
JavaIn Java a block of redstone sitting right next to a comparator counts as a full side input, and because of quasi-connectivity it can also fire a piston from the space above the piston once something updates that piston. Dust can carry power up over a block of redstone but not down past it.
BedrockIn Bedrock it works the same for dust, repeaters and mechanisms, but a block of redstone next to a comparator's side does nothing, and there is no quasi-connectivity, so it only drives a piston it actually touches. Bedrock also does not have Java's rule that stops dust sending power down past it.
TipUse it for flying machines and toggles: a sticky piston moving a block of redstone next to the next piston is the classic engine, since the block keeps its power while it moves.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Constant power source: it emits signal strength 15 and cannot be turned off; the only way to stop it is to move or break it.
- Powers redstone dust touching it on any side, and repeaters and comparators facing away from it, with strength 15.
- Activates mechanism components it touches directly (pistons, lamps, doors, dispensers, note blocks and so on).
- Does not power through solid blocks: a solid block touching a block of redstone does not become a powered block, so dust on the far side of that block stays off (the wiki calls this weak power to direct neighbors).
- Non-conductive: the wiki lists blocks of redstone with observers and pistons as full solid blocks that are non-conductive. The block itself is never a powered block, it cannot carry a signal from something else, and it does not cut dust that connects vertically at it (see the per-edition bullets for which way a signal can travel past it).
- Needs no support block: unlike a redstone torch it can float anywhere and can be pushed and pulled by pistons while keeping its output.
- A redstone torch attached to a block of redstone is powered by its attachment block and turns off: the wiki says a torch turns off when powered from the back or from below, and takes 2 game ticks (1 redstone tick) to change state.
- A comparator that reads it from the rear treats it like dust at strength 15, and the comparator's own delay of 2 game ticks (1 redstone tick) applies.
- No block states, no direction: every one of its six faces behaves the same.
- Crafted from 9 redstone dust, uncrafts back to 9 dust. Blast resistance 6, hardness 5, wooden pickaxe or better to mine.
In Java
- Vertical dust rule: redstone dust can only transmit a signal up a non-conductive block such as a block of redstone, not down (the wiki marks this Java only). Dust on top of a block of redstone does not power dust one level lower on its far side.
- A block of redstone placed directly beside a comparator's side is accepted as a side input at strength 15 (added in 15w47a).
- Quasi-connectivity: a block of redstone in a spot that would activate the space above a piston, dispenser or dropper activates it too, but only once that component receives a block update, so moving the block into or out of that spot is what makes it react.
- A piston facing up with a block of redstone on top of it can extend but not retract (quasi-connectivity keeps it powered).
- In a chain of pistons each pushing a block of redstone to activate the next, successive activations happen 3 game ticks apart (1.5 redstone ticks).
- Briefly emitted strong power in 15w46a, reverted to weak power in 15w47a.
- Since 1.16 (20w10a) it can hold ladders and tripwire hooks on its sides (Java history table; the Bedrock history table has no such row).
- Sounds use the metal sound set (block.metal.place, block.metal.break).
In Bedrock
- Vertical dust rule: Bedrock does not have Java's restriction on sending power down past a non-conductive block. The wiki marks the 'not down' rule Java only and says that in Bedrock the signal can go down from glass blocks; it does not state the block of redstone case by name.
- A block of redstone beside a comparator's side is not a side input: the comparator only accepts side inputs from a signal strongly powering that side.
- No quasi-connectivity: it only activates a piston, dispenser or dropper it touches directly.
- Piston start delay is fixed at 2 game ticks (1 redstone tick) after activation, so a piston touched by a block of redstone begins moving 2 game ticks later.
- Bedrock redstone runs in two phases per redstone tick: a produce tick (P-tick) on odd game ticks, where repeaters, comparators, torches and observers read their input, then a consume tick (C-tick) on even game ticks, where powerable blocks such as pistons, lamps and doors are activated. Pistons can only activate on a C-tick. Redstone dust updates every game tick.
- Ladders and tripwire hooks on a block of redstone: wiki silent for Bedrock (no matching history row).
- Numeric block ID 152. Sounds use the stone sound set (dig.stone, use.stone).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Vertical dust transmission: in Java dust can send a signal up a block of redstone but not down past it (wiki: Java only); Bedrock has no such restriction, the wiki says the signal can go down from glass blocks in Bedrock and does not name the block of redstone.
- Comparator side input: Java accepts a block of redstone directly beside a comparator as a strength 15 side input; Bedrock does not.
- Quasi-connectivity: in Java a block of redstone can activate a piston, dispenser or dropper from the space above it after a block update; Bedrock has no quasi-connectivity, so only direct contact counts.
- Piston chain timing: Java chains of pistons pushing a block of redstone fire 3 game ticks (1.5 redstone ticks) apart; Bedrock pistons always start 2 game ticks (1 redstone tick) after activation and only on a consume tick (C-tick, even game ticks); the wiki gives no Bedrock chain figure.
- Update order: Java processes redstone in one tick with its own update order; Bedrock splits each redstone tick into a produce tick (P-tick, odd game ticks) and a consume tick (C-tick, even game ticks), with powerable blocks like pistons activating only on the C-tick.
- Ladders and tripwire hooks: Java added support in 1.16 (20w10a); the wiki is silent for Bedrock.
- Sound sets differ: Java uses metal sounds, Bedrock uses stone sounds.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueConstant, permanently on power component.output_strength15Always 15 on every side; cannot be lowered or switched off.strong_powernoneIt never makes a neighboring solid block a powered block, so it cannot power dust through a block.weak_powerdirect neighborsWiki wording: provides weak power to its direct neighbors at strength 15. In practice: dust, repeaters and comparators touching it read 15 and mechanisms touching it activate; solid blocks touching it stay unpowered.inputnoneTakes no input; it is always on.activation_delay0Instant: neighbors see the signal as soon as the block is placed or moved in (0 game ticks, 0 redstone ticks).off_delayn/aCannot be turned off; remove or move it instead.connects_to_dusttrueDust touching any face is powered at 15. Vertical rule (wiki: Java only): dust can transmit a signal up a non-conductive block like this one but not down, so dust on top does not power dust one level lower on the far side.transparenttrueNon-conductive full solid block (wiki: 'full solid blocks made of materials with the solid-blocking property, but are non-conductive'). Light: blocks light, mobs can spawn on it.conducts_powerfalseCannot be powered by anything else and passes nothing through.movable_by_pistonyesPushed and pulled like a normal block; keeps emitting 15 while moved.stickyfalsePlain block; no slime or honey behavior.statesnoneNo block states; no facing.comparator_reads15 as rear or side inputRear: behaves like dust at 15. Side: accepted as a side input when placed directly beside the comparator (Java only, since 15w47a).quasi_connectivitytrueActivates a piston, dispenser or dropper when it would activate the space above that component, but only after the component gets a block update; moving the block in or out is what triggers it. Piston facing up with the block on top can extend but not retract.update_orderchain 3 game ticksIn a chain of pistons each pushing a block of redstone to activate the next, successive activations are 3 game ticks (1.5 redstone ticks) apart.placementanywhereNeeds no support block; can float. Since 1.16 (20w10a) supports ladders and tripwire hooks on its sides.soundmetalblock.metal.place / block.metal.break.interactionnoneRight click does nothing.crafting9 redstone dustCrafts from 9 dust and back to 9 dust; blast resistance 6, hardness 5, wooden pickaxe or better.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueConstant, permanently on power component.output_strength15Always 15 on every side; cannot be lowered or switched off.strong_powernoneIt never makes a neighboring solid block a powered block, so it cannot power dust through a block.weak_powerdirect neighborsWiki wording: provides weak power to its direct neighbors at strength 15. Dust, repeaters and comparators touching it read 15 and mechanisms touching it activate; solid blocks touching it stay unpowered.inputnoneTakes no input; it is always on.activation_delay0Instant for the block itself (0 game ticks, 0 redstone ticks). A piston it touches starts moving after Bedrock's fixed 2 game tick (1 redstone tick) piston start delay, and only on a consume tick (C-tick).off_delayn/aCannot be turned off; remove or move it instead.connects_to_dusttrueDust touching any face is powered at 15. Vertical rule: Java's 'up but not down' restriction is marked Java only on the wiki; for Bedrock the wiki says the signal can go down from glass blocks and does not state the block of redstone case by name.transparenttrueNon-conductive full solid block. Light: blocks light, mobs can spawn on it.conducts_powerfalseCannot be powered by anything else and passes nothing through.movable_by_pistonyesPushed and pulled like a normal block; keeps emitting 15 while moved.stickyfalsePlain block; no slime or honey behavior.statesnoneNo block states; no facing. Numeric ID 152.comparator_reads15 as rear input onlyRear: behaves like dust at 15. Side: NOT accepted; the wiki marks side-input acceptance of blocks of redstone as Java only, Bedrock side inputs are accepted only if the signal is strongly powering that side.quasi_connectivityfalseBedrock has no quasi-connectivity; only a piston, dispenser or dropper the block actually touches is activated.update_orderP-tick then C-tickEach redstone tick has a produce tick (P-tick, odd game ticks) where repeaters, comparators, torches and observers read input, then a consume tick (C-tick, even game ticks) where powerable blocks such as pistons, lamps and doors activate. Pistons can only activate on a C-tick, with the fixed 2 game tick (1 redstone tick) start delay. Dust updates every game tick. The wiki gives no Bedrock piston-chain figure.placementanywhereNeeds no support block; can float. Ladders and tripwire hooks on it: wiki silent for Bedrock.soundstonedig.stone / use.stone.interactionnoneRight click does nothing.crafting9 redstone dustCrafts from 9 dust and back to 9 dust; blast resistance 6, hardness 5, wooden pickaxe or better.edition_onlyno comparator side input, no quasi-connectivity, no 'not down' dust rule, P-tick/C-tick phasesComparator side input, quasi-connectivity and the dust 'up but not down' rule are Java only and this block does not get them in Bedrock; the two-phase produce/consume tick cycle exists only in Bedrock.Sources: minecraft.wiki, Block of Redstone, Block of Redstone, Block of Redstone, Redstone mechanics, Redstone mechanics, Redstone components, Redstone Comparator, Conductivity, Tutorial:Quasi-connectivity, Piston, Piston, Redstone Torch, Redstone Dust, Redstone Dust
Lever
minecraft:leverA lever is a switch you flip by hand. Flip it on and it gives full power to the wire and the machines next to it, and to the solid block it sits on. Flip it off and the power stops. It stays the way you leave it, so it is the block for things you want to keep on, like a lamp in a room or a door you lock at night.
JavaIn Java, a lever needs a full solid block, an upside-down slab or upside-down stairs to sit on, and an active lever sprinkles little red particles so you can see it is on. Water breaks it, so keep it dry.
BedrockIn Bedrock, a lever can also sit on top of a fence, a wall or a hopper, and it can be placed underwater. The wiki only lists the red particles for Java, so do not expect them here.
TipA full solid block a lever is attached to becomes powered too, so you can hide the lever on the far side of a wall and run your wire from the wall block inside. A slab, fence or wall does not carry the power like that.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- A lever is a non-solid, transparent block. Hardness 0.5, blast resistance 0.5, any tool breaks it, stacks to 64, crafted from 1 stick and 1 cobblestone.
- While active it powers any adjacent redstone dust (including dust beneath the lever) to power level 15.
- While active it powers any adjacent repeater or comparator facing away from the lever to power level 15.
- While active it strongly powers its attachment block to power level 15, but only if the attachment block is a full solid opaque block. A lever on an upside-down slab, upside-down stairs, a fence, a wall or a hopper does not strongly power that support.
- While active it activates any adjacent mechanism component (piston, redstone lamp, door and so on).
- It attaches to the top, side or bottom of any full solid opaque block, or to the top of an upside-down slab or upside-down stairs. Levers drop themselves when destroyed, and when their attachment block is moved or removed (a piston moving the support pops the lever off).
- Placement sets the off direction: on a block side, down is on and up is off. On the top or bottom of a block, off points north or west and on points south or east.
- It is toggled with the use control (right-click or tap). A lever activates immediately when used or when hit by a wind charge explosion, and stays active until used again. It can be turned on and off as fast as you physically can.
- Mobs cannot flip a lever, except accidentally by a wind charge shot from a breeze. Wind charges thrown by a player or fired from a dispenser also flip levers.
- A lever produces block updates in its own immediate neighbors (including above and below) and in the neighbors of the block it is attached to whenever its state changes.
- A piston cannot move a lever: the lever breaks and drops when a piston tries to push it, and a sticky piston cannot pull it.
- The lever has no scheduled delay: it activates immediately when used, unlike a repeater. 1 redstone tick = 2 game ticks (0.1 s) in both editions.
In Java
- An active lever emits redstone particles so you can see it is on (added in 17w47a).
- Since 17w47a levers can no longer be placed on top of pistons. On a piston, the wiki says the majority of support-needing blocks are only safe on the back in Java: a lever on another face is destroyed when the piston extends.
- Levers can be destroyed by fluids and are not waterloggable.
- Block states: face (ceiling, floor, wall; default wall), facing (east, north, south, west; default north), powered (false, true; default false).
- Block update order when the state changes: the lever's immediate neighbors (west, east, down, up, north, south), then the immediate neighbors of the attachment block in the same order.
- Sound: block.lever.click, subtitle "Lever clicks" (subtitles.block.lever.click), volume 0.3, pitch 0.6 on activate and 0.5 on deactivate. Since 23w33a levers use stone sounds instead of wood sounds.
In Bedrock
- Levers can additionally be attached to fence tops, stone wall tops and hopper tops (the Lever page marks these as Bedrock only; the Hopper page mentions support-needing components on hopper tops without an edition label).
- Levers can be placed underwater and are waterloggable.
- Blocks that need a support, such as levers, can be placed on the back or the sides of a piston without being destroyed when that piston extends. The wiki does not say a lever can sit on a piston's top.
- The wiki lists redstone particles only for Java; no Bedrock particle behavior is listed.
- Block states: open_bit (false, true; metadata bit 0x8; true means the lever is on) and lever_direction (metadata bits 0x1, 0x2, 0x4; values down_east_west, east, west, south, north, up_north_south, up_east_west, down_north_south; default down_east_west).
- Sound: random.lever_click, volume 0.3, pitch 0.6 when the lever activates and 0.5 when it deactivates.
- Bedrock redstone runs in two phases per redstone tick (2 game ticks): an output/produce tick (P-tick) on odd game ticks, where components send their signal, and an input/consume tick (C-tick) on even game ticks, where powerable blocks such as pistons, lamps and doors read and react. The wiki gives no lever-specific figure for when a flipped lever is read.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Placement: Bedrock also allows fence tops, stone wall tops and hopper tops; Java allows full solid opaque blocks and the tops of upside-down slabs or stairs. On any of these extra Bedrock supports the lever does not strongly power the support, because only a full solid opaque attachment block is strongly powered.
- Water: Bedrock levers are waterloggable and can be placed underwater; Java levers can be destroyed by fluids.
- Pistons as support: in Bedrock a lever on the back or the sides of a piston survives the piston extending; in Java only the back is safe and since 17w47a a lever cannot be placed on a piston top.
- Visuals: the wiki lists redstone particles from an active lever for Java only.
- Block states: Java uses face, facing and powered; Bedrock uses open_bit and lever_direction (down_east_west, east, west, south, north, up_north_south, up_east_west, down_north_south).
- Sounds: Java plays block.lever.click, subtitle "Lever clicks" (stone sounds since 23w33a); Bedrock plays random.lever_click. Both use volume 0.3, pitch 0.6 on and 0.5 off.
- Block updates: the Java update order (own neighbors west, east, down, up, north, south, then the attachment block's neighbors) is on the wiki; the Bedrock block update section is empty, so no order is confirmed for Bedrock.
- Timing model: Bedrock runs P-tick and C-tick phases inside each redstone tick; Java has no such split. The wiki gives no lever-specific delay number for either edition, only that the lever activates immediately.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePower component the player switches on and off; stays in its state until used again.output_strength15Adjacent dust (including dust beneath the lever), repeaters and comparators facing away, and a full solid opaque attachment block all receive power level 15 while active.strong_powerthe block it is attached to, only if it is a full solid opaque blockA full solid opaque attachment block is strongly powered to 15, so it powers dust on and around it and activates mechanisms next to it. An upside-down slab or stairs used as the support is not strongly powered.weak_powernoneThe lever powers only its direct neighbors and its attachment block; it does not weakly power any other block.inputuse (right-click)Toggled by the Use Item / Place Block control. Mobs cannot flip it, except accidentally by a wind charge shot from a breeze; wind charges from a player or a dispenser also flip it.activation_delay00 game ticks (0 redstone ticks). The wiki says a lever activates immediately when a player right-clicks it or when hit by a wind charge explosion, and can be turned on and off as fast as you physically can. No scheduled delay like a repeater.off_delay00 game ticks (0 redstone ticks). Deactivates immediately when used again.connects_to_dusttrueAdjacent dust, including dust directly beneath the lever, is powered to 15.transparenttrueNon-solid transparent block; it does not conduct power like a solid block.conducts_powerfalseOnly the attachment block becomes powered, not the lever block itself.movable_by_pistonbreaksBreaks and drops when a piston tries to push it; a sticky piston cannot pull it. Also drops when its attachment block is moved or removed. Only the back of a piston is safe as a support; since 17w47a it cannot be placed on a piston top.statesface, facing, poweredface: ceiling, floor, wall (default wall). facing: east, north, south, west (default north). powered: false, true (default false).comparator_readsnothingThe wiki lists no comparator reading for a lever; a comparator facing away from it just receives power 15 while it is on.block_updatesneighbors and attachment block neighborsChanging state updates the lever's own immediate neighbors (including above and below) and then the immediate neighbors of the block it is attached to.update_orderwest, east, down, up, north, south; then the attachment block's neighbors in the same orderFrom the Block update page (Java section): own immediate neighbors first, then the immediate neighbors of the block the lever is attached to.placementtop, side or bottom of a full solid opaque block, or top of an upside-down slab or stairsSince 17w47a it cannot be placed on top of a piston, and only the back of a piston is a safe support. Drops as an item if the attachment block is moved or removed. On a block side down is on and up is off; on top or bottom, off points north or west and on points south or east.waterloggablefalseCan be destroyed by fluids.particlesredstone particles while activeMarked Java Edition on the wiki; added in 17w47a.soundblock.lever.clickSubtitle "Lever clicks" (subtitles.block.lever.click); volume 0.3, pitch 0.6 on activate and 0.5 on deactivate. Stone sounds since 23w33a.interactiontoggles on/offOne use flips the state; it stays until used again.hardness0.5Blast resistance 0.5, any tool, stacks to 64.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePower component the player switches on and off; stays in its state until used again.output_strength15Adjacent dust (including dust beneath the lever), repeaters and comparators facing away, and a full solid opaque attachment block all receive power level 15 while active.strong_powerthe block it is attached to, only if it is a full solid opaque blockA full solid opaque attachment block is strongly powered to 15. A fence top, stone wall top, hopper top, upside-down slab or stairs used as the support is not strongly powered.weak_powernoneThe lever powers only its direct neighbors and its attachment block; it does not weakly power any other block.inputuse (right-click / tap)Toggled by the Use Item / Place Block control. Mobs cannot flip it, except accidentally by a wind charge shot from a breeze; wind charges from a player or a dispenser also flip it.activation_delay00 game ticks (0 redstone ticks) of scheduled delay: the wiki says a lever activates immediately when used. Bedrock runs a P-tick (output, odd game ticks) then a C-tick (read, even game ticks) inside each redstone tick, but the wiki gives no lever-specific figure for when neighbors read the change.off_delay00 game ticks (0 redstone ticks). Deactivates immediately when used again.connects_to_dusttrueAdjacent dust, including dust directly beneath the lever, is powered to 15.transparenttrueNon-solid transparent block; it does not conduct power like a solid block.conducts_powerfalseOnly the attachment block becomes powered, not the lever block itself.movable_by_pistonbreaksBreaks and drops when a piston tries to push it; a sticky piston cannot pull it. Also drops when its attachment block is moved or removed. It may sit on the back or sides of a piston without being destroyed when that piston extends; the wiki does not say it can sit on a piston top.statesopen_bit, lever_directionopen_bit: false, true (metadata bit 0x8; true means on; default false). lever_direction: down_east_west, east, west, south, north, up_north_south, up_east_west, down_north_south (metadata bits 0x1, 0x2, 0x4; default down_east_west). Legacy metadata 0 to 7 map to those names in that order.comparator_readsnothingThe wiki lists no comparator reading for a lever; a comparator facing away from it just receives power 15 while it is on.block_updatesneighbors and attachment block neighborsChanging state updates the lever's own neighbors (including above and below) and the neighbors of the block it is attached to (Redstone mechanics page, no edition label). The Block update page's Bedrock section is empty, so no update order is confirmed for Bedrock.placementtop, side or bottom of a full solid opaque block, top of an upside-down slab or stairs, or top of a fence, stone wall or hopperFence, stone wall and hopper tops are marked Bedrock only on the Lever page (the Hopper page mentions support-needing components on hopper tops without an edition label). Can also be placed underwater. Drops as an item if the attachment block is moved or removed. On a block side down is on and up is off; on top or bottom, off points north or west and on points south or east.waterloggabletrueCan be placed underwater.particlesnone listedThe wiki lists redstone particles for Java only; it has no Bedrock particle sentence.soundrandom.lever_clickVolume 0.3, pitch 0.6 when the lever activates and 0.5 when it deactivates.interactiontoggles on/offOne use flips the state; it stays until used again.edition_onlyfence, wall and hopper tops; underwater placement; piston sides as safe supportThese extra supports, waterlogging and the safe piston sides are marked Bedrock only on the wiki.hardness0.5Blast resistance 0.5, any tool, stacks to 64.Sources: minecraft.wiki, Lever, Lever, Lever, Redstone components, Redstone mechanics, Redstone mechanics, Block update, Piston, Hopper, Wind Charge, Redstone Dust
Stone Button
minecraft:stone_button, minecraft:polished_blackstone_buttonA stone button (or polished blackstone button) is a little switch you stick on a block. Press it and it gives full power for exactly one second, then it turns itself off again. Only a player can press it (or a wind charge hitting it); mobs cannot, and arrows just bounce off, unlike a wooden button. It is perfect for opening an iron door for a moment, or firing a dispenser once per press.
JavaIn Java you can put it on the side, top or bottom of any full solid block, and on a floor or ceiling you can turn it to face any of the four directions. Water flowing into it knocks it off.
BedrockIn Bedrock it works the same way and lasts the same one second, but you can also stick it on top of a fence, and water does not knock it off: the button just sits in the water.
TipIf you need the door or piston to stay on longer than one second, use a wooden button (1.5 seconds) or a lever instead. And remember the button powers the block it sits on, so dust or a lamp touching that block turns on too.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Monostable power source: it turns itself off after 20 game ticks (10 redstone ticks), which is 1 second, in both editions.
- Activated by a player using it or when hit by a wind charge. The wiki lists no other trigger: mobs cannot press it, and unlike wooden buttons it is not activated by arrows or tridents.
- A wind charge burst hitting the button presses it (both editions). The wiki gives no block range for this; the 2.4 block (player) and 6 block (breeze) spheres on the Wind Charge page are for entities only.
- While active it powers adjacent redstone dust to signal strength 15, including dust beneath the button.
- While active it powers repeaters and comparators facing away from it to strength 15.
- While active it strongly powers the block it is attached to, at strength 15, so that block powers dust and components touching it.
- Quirk: while active it also powers the block of air that it occupies, which in turn is able to power any adjacent redstone components, seemingly sending its power through the air.
- While active it activates any adjacent mechanism component, including above and below it (pistons, lamps, doors, dispensers...).
- When it changes state it provides a redstone update to all redstone components adjacent to itself (including above and below), and to all redstone components adjacent to its attachment block.
- Placement: on the side, bottom or top of any full opaque block. It needs that support block.
- It is removed and drops as an item if its attachment block is moved, removed or destroyed.
- Pistons: it is never moved by a piston. It breaks and drops as an item if a piston tries to push it or moves a block into its space (Piston page: Breaks when pushed, turning into drops when applicable).
- Comparators: the wiki is silent, no comparator reading is listed for buttons.
- Hardness 0.5, blast resistance 0.5, breaks fastest with a pickaxe, drops itself with any tool.
- Polished blackstone button behaves exactly like the stone button: same 20 game ticks (10 redstone ticks), same power rules, same sounds.
In Java
- Block states: face (wall, floor, ceiling; default wall), facing (north, south, east, west; default north), powered (true or false).
- Placed on the top or bottom of a block, the button can face any of the four horizontal directions.
- Water or lava flowing into the button's space removes it and drops it as an item.
- It cannot be waterlogged in Java: placed into water it pops off.
- Sounds: block.stone_button.click_on (volume 0.3, pitch 0.6) and block.stone_button.click_off (volume 0.3, pitch 0.5).
- Block tag and item tag: buttons.
In Bedrock
- Block states: button_pressed_bit (false or true, metadata bit 0x8) and facing_direction 0 to 5 (0 bottom facing down, 1 top facing up, 2 side facing north, 3 south, 4 west, 5 east; default 0).
- Numeric IDs: stone_button 77, polished_blackstone_button 551.
- It can also be attached to the top of a fence.
- It can be waterlogged: a water source can share its space, and flowing water does not remove it.
- Sounds: random.lever_click for both activate (volume 0.3, pitch 0.6) and deactivate (volume 0.3, pitch 0.5).
- Bedrock runs redstone in P-tick and C-tick phases: components output on odd game ticks and read on even game ticks; the wiki gives no button-specific delay beyond the 20 game ticks (10 redstone ticks) on-time.
- Since Preview 1.21.50.20 the stone button no longer needs a pickaxe to drop.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Fence placement: only Bedrock lets a button sit on top of a fence; Java needs a full opaque block face.
- Floor and ceiling rotation: in Java a button on the top or bottom of a block can face any of the four directions; the Bedrock state only stores bottom facing down or top facing up.
- Water: in Java flowing water or lava removes the button and it cannot be waterlogged; in Bedrock the button can be waterlogged and stays put.
- Block state names differ: Java uses face, facing, powered; Bedrock uses button_pressed_bit and facing_direction 0 to 5.
- Sounds differ: Java has its own block.stone_button.click_on/off events; Bedrock reuses random.lever_click with the same volume and pitch values.
- The on-time itself is NOT a difference: 20 game ticks (10 redstone ticks) in both editions.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueMonostable power component: gives a signal on demand and turns itself off (Stone Button page, Redstone power).output_strength15Full strength while active, to dust, to repeaters and comparators facing away, and to the attachment block.strong_powerthe block it is attached toStrongly powered to 15, so that block powers adjacent dust and components too.weak_powerthe air block it occupiesButton page: while active it powers the block of air that it occupies, which in turn is able to power any adjacent redstone components, seemingly sending its power through the air. It also powers adjacent dust and components directly.inputplayer use or wind chargeStone Button page: activated by a player using it or when hit by a wind charge. Mobs are not listed. Arrows and tridents do NOT activate stone buttons (that is a wooden button rule). The wiki gives no block range for wind charge presses; its 2.4 block (player) and 6 block (breeze) spheres are for entities only.activation_delay0Turns on immediately when used (Redstone components page: activates immediately when the player presses Use).off_delay2020 game ticks (10 redstone ticks), 1 second, then it deactivates by itself.pulse_length20One press = one 20 game tick (10 redstone tick) pulse. The wiki is silent on re-pressing while active, so treat the pulse as fixed.min_pulse_detectedn/aIt is an input device, it reads no signal.connects_to_dustfalseDust does not visually point into a button; the button simply powers adjacent dust to 15, including dust beneath it.transparenttrueA non-solid block, not a conductor. Power reaches onward through its strongly powered attachment block, and the air block it occupies is also powered and can power adjacent components.conducts_powerfalseNon-conductive itself; its attachment block carries the power onward, and the air block it occupies is powered too (Button page quirk).movable_by_pistonbreaksNever moved: Piston page limitations table lists all buttons under Breaks when pushed, turning into drops when applicable. Button page: removed and dropped if a piston tries to push it or moves a block into its space.stickyfalseNothing sticks to it and it sticks to nothing.statesface, facing, poweredface: wall (default), floor, ceiling. facing: north (default), south, east, west, opposite to where the player looked when placed on a side. powered: true while active.comparator_readsnone statedThe wiki is silent: the Stone Button, Polished Blackstone Button and Button pages have no comparator sentence.quasi_connectivityfalseNot a mechanism; quasi-connectivity is about the receiver (piston, dropper, dispenser), not the button. Its strongly powered attachment block can still feed a piston diagonally above through quasi-connectivity in Java.update_orderadjacent components + attachment block's adjacent componentsWiki wording: when it changes state it provides a redstone update to all redstone components adjacent to itself (including above and below), and to all redstone components adjacent to its attachment block.max_range1Only directly adjacent blocks, the air block it occupies and the attachment block; dust carries it further at 15.direction_rulesany face; any rotation on floor/ceilingSide, top or bottom of a full opaque block. On the top or bottom the button can face any of the four directions (Java only).edition_onlypops off in waterWater or lava flowing into its space removes it and drops it (Java only). It cannot be waterlogged; placed into water it pops off.placementfull opaque block faceNeeds a full opaque support block on the side, top or bottom. Removed if that block is moved, removed or destroyed. Not on fences in Java.soundblock.stone_button.click_on / click_offclick_on volume 0.3 pitch 0.6; click_off volume 0.3 pitch 0.5; subtitle Button clicks.interactionuse = pressRight click presses it for 20 game ticks (10 redstone ticks).hardness0.5Blast resistance 0.5. Fastest with a pickaxe, drops itself with any tool. Block tag and item tag: buttons.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueMonostable power component, same as Java (Stone Button page has no Bedrock marker on the power rules).output_strength15Full strength while active, to dust, to repeaters and comparators facing away, and to the attachment block.strong_powerthe block it is attached toStrongly powered to 15 so that block powers adjacent dust and components.weak_powerthe air block it occupiesButton page (no edition marker): while active it powers the block of air that it occupies, which in turn is able to power any adjacent redstone components, seemingly sending its power through the air. It also powers adjacent dust and components directly.inputplayer use or wind chargeStone Button page: activated by a player using it or when hit by a wind charge. Mobs are not listed. Arrows and tridents do NOT activate stone buttons (wooden only). The wiki gives no block range for wind charge presses; its 2.4 block (player) and 6 block (breeze) spheres are for entities only.activation_delay0Turns on immediately when used. Bedrock runs P-tick (output, odd game ticks) and C-tick (read, even game ticks) phases; the wiki gives no extra button-specific delay.off_delay2020 game ticks (10 redstone ticks), 1 second, same as Java.pulse_length20One press = one 20 game tick (10 redstone tick) pulse. The wiki is silent on re-pressing while active, so treat the pulse as fixed.min_pulse_detectedn/aIt is an input device, it reads no signal.connects_to_dustfalseDust does not point into a button; the button powers adjacent dust to 15, including dust beneath it.transparenttrueA non-solid block, not a conductor. Power reaches onward through its strongly powered attachment block, and the air block it occupies is also powered and can power adjacent components.conducts_powerfalseNon-conductive itself; its attachment block carries the power onward, and the air block it occupies is powered too (Button page quirk).movable_by_pistonbreaksNever moved: Piston page limitations table lists all buttons under Breaks when pushed, turning into drops when applicable. A piston pushing it or moving a block into its space breaks it. No Bedrock marker on the wiki.stickyfalseNothing sticks to it and it sticks to nothing.statesbutton_pressed_bit, facing_directionbutton_pressed_bit: false (default) or true, metadata bit 0x8. facing_direction 0 to 5 (bits 0x1, 0x2, 0x4): 0 on block bottom facing down (default), 1 on block top facing up, 2 side facing north, 3 south, 4 west, 5 east. Numeric IDs: stone_button 77, polished_blackstone_button 551.comparator_readsnone statedThe wiki is silent: the Stone Button, Polished Blackstone Button and Button pages have no comparator sentence.quasi_connectivityfalseBedrock has no quasi-connectivity at all; only directly adjacent mechanisms and the attachment block react.update_orderadjacent components + attachment block's adjacent componentsWiki wording (no Bedrock marker): when it changes state it provides a redstone update to all redstone components adjacent to itself (including above and below), and to all redstone components adjacent to its attachment block. Bedrock update order among those neighbors is not fixed by the wiki; it only gives the P-tick (odd game ticks, output) and C-tick (even game ticks, read) phases.max_range1Only directly adjacent blocks, the air block it occupies and the attachment block; dust carries it further at 15.direction_rulesany face; floor/ceiling have one orientationSide, top or bottom of a full opaque block. facing_direction stores only 'top facing up' or 'bottom facing down' for floor and ceiling, not the four Java rotations.edition_onlyfence top placement, waterloggableIt can also be attached to the top of a fence (Bedrock only). It can be waterlogged with a water source (Waterlogging page: Source in Bedrock, Pops off in Java) and flowing water does not remove it.placementfull opaque block face or fence topNeeds a support block on the side, top or bottom; also the top of a fence. Removed if that block is moved, removed or destroyed.soundrandom.lever_clickSame event for on and off: activate volume 0.3 pitch 0.6, deactivate volume 0.3 pitch 0.5.interactionuse = pressTap or right click presses it for 20 game ticks (10 redstone ticks).hardness0.5Blast resistance 0.5. Fastest with a pickaxe; since Preview 1.21.50.20 it no longer needs a pickaxe to drop.Sources: minecraft.wiki, Stone Button, Polished Blackstone Button, Button, Wooden Button, Wind Charge, Waterlogging, Piston, Conductive, Redstone components, Redstone mechanics
Wooden Buttons
minecraft:oak_button, minecraft:spruce_button, minecraft:birch_button, minecraft:jungle_button, minecraft:acacia_button, minecraft:dark_oak_button, minecraft:mangrove_button, minecraft:cherry_button, minecraft:bamboo_button, minecraft:pale_oak_button, minecraft:poplar_button, minecraft:crimson_button, minecraft:warped_buttonA wooden button is a small switch you stick on the side, top or bottom of a solid block. Press it and it gives full power for one and a half seconds, then turns itself off. Unlike a stone button, it also gets pressed when an arrow or a thrown trident hits it, and it then stays pressed until that arrow or trident vanishes or someone picks it up. It is the classic way to open a door for a moment or to fire a dispenser once per click.
JavaIn Java a button placed on the top or bottom of a block can be turned to face any direction, and water or lava flowing into its space pops it off. A trident stuck in a button vanishes after a minute, so the button lets go on its own.
BedrockIn Bedrock a button can also sit on top of a fence post, it can be placed inside water (waterlogged), and flowing water does not knock it off, though lava can burn it up. A thrown trident never vanishes in Bedrock, so a trident-pressed button stays on until someone picks the trident up.
TipWant a button you can hit from a distance? Shoot a wooden button with an arrow: it stays on until the arrow despawns (about a minute) or you pick the arrow up. Shoot a stone button and nothing happens.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- A wooden button is a monostable power source: it turns itself off shortly after being activated.
- When pressed by a player, it stays on for 30 game ticks (15 redstone ticks), which is 1.5 seconds.
- It is activated by a player using it, or by a fired arrow, a thrown trident or a thrown wind charge whose collision box touches it.
- Mobs cannot press buttons directly, but arrows fired by skeletons or by dispensers do activate wooden buttons.
- When activated by an arrow, it stays on until that arrow despawns (after 1 minute, which is 1200 game ticks (600 redstone ticks)) or a player picks it up. A trident holds it the same way, but how long a trident lasts differs by edition (see the differences).
- The wiki gives no separate press duration for a wind charge; it only says buttons are pressed by a wind charge.
- While on, it powers adjacent redstone dust to power level 15, including dust beneath it.
- While on, it powers adjacent repeaters and comparators that face away from it to power level 15.
- While on, it strongly powers the block it is attached to, to power level 15, so that block can power dust, repeaters, comparators and mechanisms around it.
- While on, it powers the block of air that it occupies, which in turn is able to power any adjacent redstone components, seemingly sending its power through the air.
- While on, it activates any adjacent mechanism component, including above or below it (pistons, redstone lamps, doors, and so on).
- Every time it changes state it sends a redstone update to all components adjacent to itself (including above and below) and to all components adjacent to its attachment block.
- It attaches to the side, bottom or top of any full opaque block; see the wiki page Opacity/Placement for which transparent blocks also carry it.
- It is removed and drops as an item if its attachment block is moved, removed or destroyed, or if a piston tries to push it or moves a block into its space.
- It is a non-solid block: it does not conduct power through itself the way an opaque block does; its power comes from the button, from the block it strongly powers and from the air block it occupies.
- It is not flammable in either edition (it does not spread fire).
- Overworld wood buttons (including pale oak and poplar) burn in a furnace for 0.5 items; crimson and warped buttons are not furnace fuel.
In Java
- A button placed on the top or bottom of a block can face any of the four horizontal directions (Java only).
- Water or lava flowing into the button's space removes it and drops it as an item (Java only).
- It cannot be waterlogged, and it does not catch fire from lava (Java only).
- A thrown trident despawns after 60 seconds if not picked up, just like an arrow, so a trident-pressed button releases after 1 minute (1200 game ticks (600 redstone ticks)) at most (Java only).
- Note block instrument: default (harp) when placed under a note block (Java only).
- Block states: face (floor, ceiling, wall), facing (north, east, south, west), powered (true, false).
- Java sound events: block.wooden_button.click_on (volume 0.3, pitch 0.6) and block.wooden_button.click_off (volume 0.3, pitch 0.5). Cherry: block.cherry_wood_button.click_on / click_off at volume 0.4, pitch 0.6 on and 0.5 off. Bamboo: block.bamboo_wood_button.click_on / click_off at volume 0.3, pitch 0.6 on and 0.5 off. Nether wood: block.nether_wood_button.click_on / click_off at volume 0.3, pitch 0.6 on and 0.5 off.
In Bedrock
- A button can also be attached to the top of a fence (Bedrock only).
- It can be waterlogged, and flowing water does not remove it (the water removal rule is Java only).
- It catches fire from lava (lava susceptible), so lava can destroy it even though it is not flammable (Bedrock only).
- A thrown trident does not despawn in Bedrock, so a trident-pressed button stays on until a player picks the trident up; a trident thrown by a drowned cannot be picked up, so that button stays on indefinitely (Bedrock only).
- Note block instrument: bass when placed under a note block (Bedrock only).
- Block states: button_pressed_bit (false, true) and facing_direction (0 to 5).
- Bedrock sound events: random.wood_click for the standard wood buttons at volume 0.3, pitch 0.6 on and 0.5 off. click_on / click_off.cherry_wood_button at volume 1.0, pitch 0.6 on and 0.5 off. click_on / click_off.nether_wood_button at volume 1.0, pitch 0.6 on and 0.5 off. click_on / click_off.bamboo_wood_button at volume 1.0, pitch 1.0 for both.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Facing on top or bottom: in Java a floor or ceiling button can face any direction; the wiki does not give Bedrock this freedom.
- Fence tops: Bedrock lets a button sit on top of a fence; Java does not.
- Water and lava flow: in Java flowing water or lava pops the button off; in Bedrock flowing water does not remove it.
- Waterlogging: Bedrock buttons can be waterlogged; Java buttons cannot (wiki infobox: Waterloggable JE No, BE Yes).
- Lava: a Bedrock button catches fire from lava; a Java button does not (wiki infobox: Catches fire from lava JE No, BE Yes). Neither edition's button is flammable.
- Trident hold: in Java a thrown trident despawns after 60 seconds, so a trident-pressed button releases after 1 minute (1200 game ticks (600 redstone ticks)) at most; in Bedrock thrown tridents do not despawn, so the button stays on until the trident is picked up. Arrows despawn after 1 minute in both editions.
- Note block instrument: default (harp) in Java, bass in Bedrock.
- Block state names differ: Java uses face, facing and powered; Bedrock uses button_pressed_bit and facing_direction (0 to 5).
- Sound events differ: Java uses block.wooden_button.click_on / click_off (volume 0.3, cherry 0.4); Bedrock uses random.wood_click (volume 0.3) and per-wood variants at volume 1.0, with bamboo at pitch 1.0 in Bedrock but 0.6 / 0.5 in Java.
- Player press timing (30 game ticks (15 redstone ticks)), activation by arrows, tridents and wind charges, the arrow hold rule, and the power output (including the powered air block) are the same in both editions on the wiki.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueMonostable power component: it turns itself off after its pulse.output_strength15Full power while pressed.strong_powerthe block it is attached toStrongly powers the attachment block to level 15, so that block can power dust, repeaters, comparators and mechanisms next to it.weak_poweradjacent dust, repeaters and comparators facing away, adjacent mechanisms, the air block it occupiesPowers adjacent dust to 15 (including dust beneath it), repeaters and comparators facing away from it to 15, activates adjacent mechanism components above, below and beside it, and powers the block of air it occupies, which in turn can power adjacent redstone components.inputuse by player; arrow, trident or wind charge touching itMobs cannot press it directly, but skeleton or dispenser arrows can. Stone buttons ignore arrows and tridents but are pressed by wind charges.activation_delaynot statedThe wiki gives no activation delay for buttons; treat it as turning on in the tick it is pressed.off_delay30 game ticks (15 redstone ticks)1.5 seconds after a player press. An arrow or trident press lasts until the projectile despawns (1 minute in Java for both) or is picked up. The wiki gives no separate figure for a wind charge press.pulse_length30 game ticks (15 redstone ticks)Player press. Arrow or trident: held until despawn (1 minute, 1200 game ticks (600 redstone ticks)) or pickup. Wind charge: the wiki states no duration.projectile_holduntil despawn or pickupFired arrows and thrown tridents keep the button pressed until they despawn after 1 minute (1200 game ticks (600 redstone ticks)) or a player picks them up. Tridents despawn after 60 seconds in Java, just like arrows.connects_to_dustnot statedThe Button page does not describe the dust shape; it does say the button powers any adjacent dust to 15, including dust beneath it.transparenttrueNon-solid block; it does not carry power through itself like an opaque block.conducts_powerfalseNot a conductor like an opaque block. Power comes from the button itself, from the block it strongly powers, and from the air block it occupies, which the wiki says can power adjacent components.movable_by_pistonbreaksA piston that tries to push it, or that moves a block into its space, pops it off as an item.statesface, facing, poweredface: floor, ceiling, wall. facing: north, east, south, west. powered: true while pressed.comparator_readsnot statedThe wiki gives no comparator reading for a button; it is not a container.quasi_connectivitynot applicableButtons are sources, not mechanisms; quasi-connectivity is a property of pistons, dispensers and droppers.update_orderupdates neighbors and attachment block neighborsOn every state change it sends a redstone update to all components adjacent to itself (including above and below) and to all components adjacent to its attachment block.direction_rulesfloor or ceiling button can face any directionJava only: on the top or bottom of a block the button can be turned to any of the four horizontal directions.edition_onlywater or lava flowing into its space removes it; trident hold ends after 60 secondsBoth marked Java only on the wiki: flowing water or lava pops it off, and a thrown trident despawns after 60 seconds so a trident press ends by then.waterloggablefalseWiki infobox: Waterloggable JE No.lava_susceptiblefalseWiki infobox: Catches fire from lava JE No. Flammable: No.note_block_instrumentharpWiki infobox: JE default (harp) when a note block sits on it.placementside, top or bottom of any full opaque blockSee Opacity/Placement on the wiki for which transparent blocks also accept a button. Not on fence tops in Java.soundblock.wooden_button.click_on / click_offVolume 0.3, pitch 0.6 on and 0.5 off. Cherry: block.cherry_wood_button at volume 0.4, pitch 0.6 on and 0.5 off. Bamboo: block.bamboo_wood_button at volume 0.3, pitch 0.6 / 0.5. Nether wood: block.nether_wood_button at volume 0.3, pitch 0.6 / 0.5.interactionpressUsing it presses it for 30 game ticks (15 redstone ticks); using it again while pressed is not described on the wiki.fuel0.5 items (overworld woods only)Crimson and warped buttons cannot be used as furnace fuel.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueMonostable power component: it turns itself off after its pulse.output_strength15Full power while pressed.strong_powerthe block it is attached toStrongly powers the attachment block to level 15, so that block can power dust, repeaters, comparators and mechanisms next to it.weak_poweradjacent dust, repeaters and comparators facing away, adjacent mechanisms, the air block it occupiesPowers adjacent dust to 15 (including dust beneath it), repeaters and comparators facing away from it to 15, activates adjacent mechanism components above, below and beside it, and powers the block of air it occupies, which in turn can power adjacent redstone components.inputuse by player; arrow, trident or wind charge touching itMobs cannot press it directly, but skeleton or dispenser arrows can. Stone buttons ignore arrows and tridents but are pressed by wind charges.activation_delaynot statedThe wiki gives no activation delay for buttons; treat it as turning on in the tick it is pressed.off_delay30 game ticks (15 redstone ticks)1.5 seconds after a player press. An arrow press lasts until the arrow despawns after 1 minute or is picked up. A trident press lasts until the trident is picked up, because thrown tridents do not despawn in Bedrock. The wiki gives no separate figure for a wind charge press.pulse_length30 game ticks (15 redstone ticks)Player press. Arrow: held until despawn (1 minute, 1200 game ticks (600 redstone ticks)) or pickup. Trident: held until pickup only (no despawn in Bedrock). Wind charge: the wiki states no duration.projectile_holdarrow until despawn or pickup; trident until pickupA fired arrow keeps the button pressed until it despawns after 1 minute (1200 game ticks (600 redstone ticks)) or a player picks it up. A thrown trident does not despawn in Bedrock, so it holds the button until a player picks it up; a drowned's trident cannot be picked up, so that button stays on indefinitely.connects_to_dustnot statedThe Button page does not describe the dust shape; it does say the button powers any adjacent dust to 15, including dust beneath it.transparenttrueNon-solid block; it does not carry power through itself like an opaque block.conducts_powerfalseNot a conductor like an opaque block. Power comes from the button itself, from the block it strongly powers, and from the air block it occupies, which the wiki says can power adjacent components.movable_by_pistonbreaksA piston that tries to push it, or that moves a block into its space, pops it off as an item.statesbutton_pressed_bit, facing_directionbutton_pressed_bit: true while pressed. facing_direction: 0 to 5, the direction it faces.comparator_readsnot statedThe wiki gives no comparator reading for a button; it is not a container.quasi_connectivityfalseBedrock has no quasi-connectivity, and buttons are sources, not mechanisms, in any case.update_orderupdates neighbors and attachment block neighborsOn every state change it sends a redstone update to all components adjacent to itself (including above and below) and to all components adjacent to its attachment block.direction_rulesfaces the way it was placedThe wiki gives the any-direction floor and ceiling rule to Java only; Bedrock has facing_direction 0 to 5.edition_onlycan be attached to the top of a fence; waterloggable; catches fire from lava; trident never despawnsFence tops are marked Bedrock only on the wiki. Flowing water does not remove it (that rule is Java only), it can be waterlogged, lava can burn it, and a thrown trident holds it until pickup.waterloggabletrueWiki infobox: Waterloggable BE Yes. This is why flowing water does not pop it off in Bedrock.lava_susceptibletrueWiki infobox: Catches fire from lava BE Yes. Flammable: No, so it does not spread fire but lava can destroy it.note_block_instrumentbassWiki infobox: BE bass when a note block sits on it.placementside, top or bottom of any full opaque block, or the top of a fenceSee Opacity/Placement on the wiki for which transparent blocks also accept a button.soundrandom.wood_clickStandard wood buttons at volume 0.3, pitch 0.6 on and 0.5 off. click_on / click_off.cherry_wood_button at volume 1.0, pitch 0.6 on and 0.5 off. click_on / click_off.nether_wood_button at volume 1.0, pitch 0.6 on and 0.5 off. click_on / click_off.bamboo_wood_button at volume 1.0, pitch 1.0 for both.interactionpressUsing it presses it for 30 game ticks (15 redstone ticks); using it again while pressed is not described on the wiki.fuel0.5 items (overworld woods only)Crimson and warped buttons cannot be used as furnace fuel.Sources: minecraft.wiki, Wooden Button, Button, Stone Button, Trident, Arrow, Wind Charge, Poplar Button, Java Edition 26.3, Bedrock Edition 26.50, Redstone mechanics, Opacity/Placement
Stone Pressure Plate
minecraft:stone_pressure_plate, minecraft:polished_blackstone_pressure_plateA stone pressure plate is a thin plate you put on top of a block. When a player or a mob stands on it, it switches on and sends full power into the block under it and to any redstone dust, repeater or comparator touching it. Dropped items, arrows and minecarts do not set it off, only living things (and armor stands). A classic use is a door that opens when you walk up to it but stays shut when a zombie drops an item on it.
JavaTurns on as soon as you step on it. After you step off it stays on for about half a second to a full second before clicking off.
BedrockSame feel: on when you step on, off about half a second to a second after you leave. On Bedrock you can also place it under water.
TipStone plates need a block with a solid top or a center post under them (fences, walls, glass panes, hoppers, upside-down stairs and slabs work, leaves do not). If a piston pushes into the plate, or the block under it is moved, the plate pops off as an item. Run past it fast enough and it may not notice you.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Activated only by players, mobs and armor stands. Items, arrows, tridents and minecarts do not activate it; the passenger of a minecart does.
- A ridden minecart on rails can trigger a stone plate placed diagonally off a curved rail's corner, but not one beside a straight rail (the passenger does the triggering, never the cart).
- Output while active is always signal strength 15.
- While active it powers adjacent redstone dust (dust points at the plate) and repeaters and comparators facing away from it, activates adjacent mechanisms, and strongly powers the block below it (that block can then power dust, repeaters and comparators). A solid block beside or above it is only weakly powered: it activates mechanisms and repeaters but cannot pass power to dust.
- Detection box is the plate's footprint, 0.25 blocks (1/4) tall, checked against entity collision boxes, so an entity flying close to the ground can trigger it. The plate is non-solid: 1/16 block tall when off, 1/32 block tall when on, and it does not move entities on it.
- An entity moving fast enough can phase through the plate without activating it.
- On a fence or another block with a small collision box, entities can move through the plate (walking through it or falling through it) and still activate it, so it detects without stopping them.
- Off timing: the wiki gives two figures. The Stone Pressure Plate page says that after activating it checks every 20 game ticks (10 redstone ticks) whether entities are still on it. The Redstone components page says wood and stone plates wait 10 game ticks (5 redstone ticks) after the last entity leaves, then switch off at the next multiple of 10 game ticks, so 10 to 20 game ticks (5 to 10 redstone ticks) after departure. Both agree the plate is on for at least 20 game ticks (10 redstone ticks).
- The wiki gives no activation delay figure: it only says the plate activates when an entity is on top of it.
- Placement: on top of a block with a rigid support shape (cauldron, composter, hopper, stone, any full top surface) or a center support shape (fence, wall, glass pane), including upside-down slabs and upside-down stairs. Never on a block's side or bottom, and never on leaves.
- Breaks and drops itself if a piston extends or pushes a block into its space, or if the block below is moved or destroyed. Pistons cannot move it: it breaks when pushed.
- Water and lava do not break it, so it is often used to hold fluids back.
- Polished blackstone pressure plate behaves exactly like the stone one; the only difference is that it is not a crafting ingredient.
- Transparent (non-solid) block per the Opacity page. Hardness 0.5; can be mined with anything, pickaxe is fastest.
In Java
- Block state: powered = true / false.
- Sounds: block.stone_pressure_plate.click_on (pitch 0.6) and click_off (pitch 0.5), volume 0.3.
- Mobs do not spawn on stone pressure plates (Java history, 15w46a / 1.9).
- Cannot be waterlogged.
- Quasi-connectivity: the plate attaches only downward, and it can activate the space above a piston (one block away) while also updating that piston (two blocks away), so a piston under the plate's supporting block can be quasi-powered.
In Bedrock
- Block state: redstone_signal = 0 (off) or 1 (on); values 2 to 15 exist but are unsupported for this block.
- Numeric block IDs: stone_pressure_plate 70, polished_blackstone_pressure_plate 550.
- Sounds: click_on.stone_pressure_plate (pitch 0.6) and click_off.stone_pressure_plate (pitch 0.5), volume 0.3.
- Can be waterlogged.
- Since Preview 1.21.50.24 the plate no longer requires a pickaxe to drop itself.
- Bedrock runs redstone in two phases (P-tick on odd game ticks, C-tick on even game ticks) and block updates and redstone are not connected, but the wiki gives no P-tick / C-tick phase for pressure plates and no Bedrock-specific plate timing.
- The wiki has no statement about mob spawning on pressure plates in Bedrock.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Waterlogging: Bedrock plates can be waterlogged, Java plates cannot.
- Block state name differs: Java uses powered (true/false), Bedrock uses redstone_signal (0/1).
- Sound event names differ: Java block.stone_pressure_plate.click_on, Bedrock click_on.stone_pressure_plate (same volume 0.3 and pitches).
- Bedrock reads and writes redstone on alternating P-tick / C-tick game ticks; Java has no such split. The wiki does not state a different on/off delay for plates between editions and names no phase for plates.
- Quasi-connectivity is Java only: the plate's supporting block can quasi-power a piston below it in Java; Bedrock has no quasi-connectivity.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePower component; continuous output while an entity is inside its detection box.output_strength15Always 15 while active, regardless of how many entities stand on it.strong_powerthe block belowThe supporting block becomes strongly powered and can power adjacent dust, repeaters and comparators.weak_powersolid blocks beside and aboveA solid neighbor beside or above is weakly powered: it activates mechanisms and repeaters facing away but cannot pass power to dust. Dust, repeaters and comparators touching the plate are powered by the plate directly.inputplayers, mobs, armor standsItems, arrows, tridents and minecarts do not trigger it; a minecart's passenger does, and only where the cart passes diagonally off a curved rail's corner, not beside a straight rail. Detection box is the plate footprint, 0.25 blocks tall; entities flying close to the ground count; entities moving fast enough can phase through without activating it.activation_delay0Wiki gives no number; it only says the plate activates when an entity is on top of it.off_delay20 game ticksBlock page: re-checks every 20 game ticks (10 redstone ticks) after activating. Redstone components page instead says wait 10 game ticks (5 redstone ticks) after the last entity leaves, then off at the next multiple of 10 game ticks, so 10 to 20 game ticks (5 to 10 redstone ticks). The two wiki pages disagree.min_pulse_detectedn/aIt is a source, not a reader.pulse_lengthat least 20 game ticks10 redstone ticks minimum on time even for a brief step; both wiki figures agree on this minimum.connects_to_dusttrueAdjacent dust points at the plate and receives strength 15 from it directly, in addition to the strongly powered block below.transparenttrueListed as a transparent non-solid on the Opacity page.conducts_powernot listedThe Conductivity page does not name pressure plates; the wiki only says the plate powers the conductive block that supports it.movable_by_pistonbreaksBreaks and drops as an item when pushed or when a piston extends into its space; also breaks if the support block is moved or destroyed.stickyfalsestatespoweredtrue / false.comparator_readsnoneNot a container; a comparator behind the powered block reads the block's power only.quasi_connectivitytrueJava only. The plate attaches only downward and can activate the space above a piston (one block away) while updating that piston (two blocks away).placementtop of a supporting blockRigid support shape (full-top blocks, cauldrons, composters, hoppers, upside-down slabs, upside-down stairs) or center support shape (fences, walls, glass panes). Not on leaves, not on sides or bottoms.waterloggablefalseWater and lava do not break it, but it cannot hold water.soundblock.stone_pressure_plate.click_on / click_offVolume 0.3, pitch 0.6 on and 0.5 off.interactionnoneRight click does nothing; it only reacts to entities standing on it.mob_spawningfalseJava history: mobs no longer spawn on stone pressure plates since 15w46a (1.9).miningany toolHardness 0.5; pickaxe is fastest but any tool drops it.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePower component; continuous output while an entity is inside its detection box.output_strength15Always 15 while active.strong_powerthe block belowThe supporting block becomes strongly powered and can power adjacent dust, repeaters and comparators.weak_powersolid blocks beside and aboveA solid neighbor beside or above is weakly powered: it activates mechanisms and repeaters facing away but cannot pass power to dust. Dust, repeaters and comparators touching the plate are powered by the plate directly.inputplayers, mobs, armor standsItems, arrows, tridents and minecarts do not trigger it; a minecart's passenger does, and only where the cart passes diagonally off a curved rail's corner, not beside a straight rail. Detection box is the plate footprint, 0.25 blocks tall; entities flying close to the ground count; entities moving fast enough can phase through without activating it.activation_delay0Wiki gives no number and no P-tick / C-tick phase for plates.off_delay20 game ticksBlock page: re-checks every 20 game ticks (10 redstone ticks). Redstone components page: wait 10 game ticks (5 redstone ticks) then off at the next multiple of 10, so 10 to 20 game ticks (5 to 10 redstone ticks). Neither page carries a Bedrock marker; the wiki gives no Bedrock-specific value.min_pulse_detectedn/aIt is a source, not a reader.pulse_lengthat least 20 game ticks10 redstone ticks minimum on time; both wiki figures agree on this minimum.connects_to_dusttrueAdjacent dust points at the plate and receives strength 15 from it directly, in addition to the strongly powered block below.transparenttrueListed as a transparent non-solid on the Opacity page.conducts_powernot listedThe Conductivity page does not name pressure plates; the wiki only says the plate powers the conductive block that supports it.movable_by_pistonbreaksBreaks and drops as an item when pushed or when a piston extends into its space; also breaks if the support block is moved or destroyed.stickyfalsestatesredstone_signal0 off, 1 on; 2 to 15 are unsupported for this block. Numeric IDs: stone 70, polished blackstone 550.comparator_readsnoneNot a container.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.placementtop of a supporting blockRigid support shape (full-top blocks, cauldrons, composters, hoppers, upside-down slabs, upside-down stairs) or center support shape (fences, walls, glass panes). Not on leaves, not on sides or bottoms.waterloggabletrueBedrock plates can be waterlogged; water and lava do not break them.soundclick_on.stone_pressure_plate / click_off.stone_pressure_plateVolume 0.3, pitch 0.6 on and 0.5 off.interactionnoneRight click does nothing.update_ordernot statedBedrock has a P-tick (odd game ticks, output) and C-tick (even game ticks, read) cycle and block updates and redstone are not connected, but the wiki names no phase for pressure plates.mob_spawningnot statedThe wiki has no Bedrock statement about mob spawning on pressure plates.miningany toolHardness 0.5; pickaxe is fastest. Since Preview 1.21.50.24 a pickaxe is no longer required for the plate to drop.edition_onlywaterlogging, redstone_signal stateBedrock-only traits listed by the wiki for this block.Sources: minecraft.wiki, Pressure Plate, Stone Pressure Plate, Polished Blackstone Pressure Plate, Redstone components, Redstone Dust, Redstone mechanics, Tick, Tutorial:Quasi-connectivity, Opacity, Conductivity, Piston
Wooden Pressure Plates
minecraft:oak_pressure_plate, minecraft:spruce_pressure_plate, minecraft:birch_pressure_plate, minecraft:jungle_pressure_plate, minecraft:acacia_pressure_plate, minecraft:dark_oak_pressure_plate, minecraft:mangrove_pressure_plate, minecraft:cherry_pressure_plate, minecraft:bamboo_pressure_plate, minecraft:pale_oak_pressure_plate, minecraft:poplar_pressure_plate, minecraft:crimson_pressure_plate, minecraft:warped_pressure_plateA wooden pressure plate is a thin wooden pad you put on top of a block. When anything stands or lands on it, a player, a mob, a dropped item, even an arrow, it switches on and gives full power to the block under it and to the wires and machines next to it. It switches off about a second after the last thing leaves. A classic use is a door that opens by itself when you walk up to it, or a drop chute where a dropped item lands on the plate and turns on a light.
JavaIn Java, an item frame or glow item frame cannot switch a wooden plate on, but if the plate is already on, the frame keeps it on. You can also put a plate on top of glass panes, iron bars, copper bars and fence gates. You cannot put water in the same space as the plate.
BedrockIn Bedrock, a wooden plate can sit in the same space as water (waterlogged), so plates under water still work. Item frames are blocks in Bedrock, not things that can stand on a plate. You cannot put a plate on glass panes, iron bars, copper bars or fence gates. Otherwise it feels the same as Java.
TipWooden plates react to dropped items and arrows, so a mob or player only door should use a stone plate instead. Never place one on leaves, it will not go there. A minecart on a straight rail will not press a plate next to the track, but a plate diagonal to a curved rail's corner can be pressed.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Power source: while pressed it outputs signal strength 15, always, no matter how many entities are on it.
- Strongly powers the block it sits on (so redstone dust next to, on top of or under that block gets power), and weakly powers its other direct neighbors (mechanisms next to it activate, but dust beside them does not light).
- Activates when an entity's collision box overlaps the plate's detection space: the plate's footprint but 0.25 blocks tall, so an entity flying close to the ground can also press it.
- Detects most entities. The wiki lists players, mobs, items, arrows, experience orbs and fishing bobbers as examples ("etc."). Players in spectator mode and marker entities never press it.
- Minecart quirk: a minecart traveling on rails can activate a pressure plate diagonally adjacent to a curved rail's corner, but not one next to a straight rail.
- Off delay: the block page says that after being activated the plate re-checks every 20 game ticks (10 redstone ticks) whether entities are still on it and turns off at the first check that finds none. The Redstone components page describes the same thing as: always active for a multiple of 10 game ticks, waits 10 game ticks (5 redstone ticks) after the entity moves off, then deactivates at the next multiple of 10 game ticks. On both models the plate stays on at least 20 game ticks (10 redstone ticks) after it turns on.
- The wiki states no activation delay: it turns on when an entity is on top of it.
- Height: 0.0625 blocks (1/16) when off and 0.03125 blocks (1/32) when on. It is not solid, so a player standing on it is really standing on the block beneath.
- An entity moving fast enough can phase through the plate without activating it.
- Fence quirk: when the plate sits on a block with a small collision box, such as a fence, entities can move through the plate while still activating it (walking through it horizontally, or falling through it vertically).
- Transparent block: it does not conduct power itself; the block it strongly powers below it does the conducting.
- Placement: on top of blocks with a rigid support shape (cauldrons, composters, hoppers, stone), a center support shape (fences, walls) or a full top surface (stone, scaffolding, upside-down stairs, closed trapdoors). Cannot be placed on leaves. Glass panes, iron bars, copper bars and fence gates only support a plate in Java (see differences).
- Removed and dropped as an item if the block beneath is moved, removed or destroyed, or if a piston tries to push it or moves a block into its space. It cannot be moved by pistons.
- Water and lava do not break a pressure plate, so plates are often used to hold fluids back.
- Redstone dust next to it points toward it: the wiki says dust configures itself to point toward adjacent dust, correctly facing repeaters and comparators, and power components, and the plate is a power component.
- Sound: 'Pressure Plate clicks' on activation and deactivation.
- Hardness 0.5, blast resistance 0.5, axe is the fastest tool, drops itself with any tool or none.
- Overworld wood plates are furnace fuel (1.5 items each); crimson and warped plates are not.
In Java
- Item frames and glow item frames cannot activate a wooden pressure plate but they can keep it activated (item frames are entities in Java).
- A plate can be placed on top of glass panes, iron bars, copper bars and fence gates (Java only per the Parity issue list).
- Not waterloggable in Java.
- Block state: powered, default false, values false and true.
- Sound events block.wooden_pressure_plate.click_on (volume 0.3, pitch 0.8) and block.wooden_pressure_plate.click_off (volume 0.3, pitch 0.7), 16 block attenuation distance; cherry, bamboo and nether wood plates use block.cherry_wood_pressure_plate, block.bamboo_wood_pressure_plate and block.nether_wood_pressure_plate click_on and click_off events with the same values.
- Block IDs: oak, spruce, birch, jungle, acacia, dark_oak, mangrove, cherry, pale_oak, poplar, bamboo, crimson and warped _pressure_plate.
In Bedrock
- Waterloggable in Bedrock: the plate can share its block space with water and still works.
- Item frames are blocks in Bedrock, not entities, so they can neither press a plate nor keep one pressed; the wiki states the item frame keep-activated rule for Java only.
- A plate cannot be placed on glass panes, iron bars, copper bars or fence gates in Bedrock (the Parity issue list marks that support as Java only).
- Block state: redstone_signal, default 0, allowed values 0 to 15, but only 0 and 1 are used by wooden plates (the plate is on at 1; 2 to 15 are marked unsupported).
- Sound events click_on.wooden_pressure_plate and click_off.wooden_pressure_plate (volume 1.0, pitch 1.0); cherry, bamboo and nether wood plates use click_on/click_off.cherry_wood_pressure_plate, .bamboo_wood_pressure_plate and .nether_wood_pressure_plate at volume 0.3 and pitches 0.8 on, 0.7 off.
- Bedrock oak plate identifier is wooden_pressure_plate (numeric ID 72); the other woods use <wood>_pressure_plate: spruce 409, birch 406, jungle 408, acacia 405, dark oak 407, mangrove 745, cherry 793, pale oak 1252, poplar 1389, bamboo 769, crimson 517, warped 518.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Item frames: in Java an item frame or glow item frame (an entity) cannot activate a wooden pressure plate but can keep it activated. In Bedrock an item frame is a block, not an entity, so it never interacts with a plate.
- Placement: in Java a pressure plate can sit on top of glass panes, iron bars, copper bars and fence gates; in Bedrock it cannot (Parity issue list, Java only Blocks section).
- Waterlogging: Bedrock plates can be waterlogged, Java plates cannot.
- Block state name: Java uses powered (false/true), Bedrock uses redstone_signal (0 to 15, only 0 and 1 used).
- Oak plate ID: Java oak_pressure_plate, Bedrock wooden_pressure_plate.
- Sound volume and pitch differ: the plain wooden plate plays at volume 0.3 and pitch 0.8/0.7 in Java but at volume 1.0 and pitch 1.0 in Bedrock (cherry, bamboo and nether wood plates match Java's values in both).
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueListed as a power component; outputs a signal while an entity is on it.output_strength15Always 15 while active, regardless of entity count (weighted plates are the ones that vary).strong_powerthe block below itStrong power to the block it is placed on, so dust adjacent to that block is powered.weak_powerits direct neighborsWeak power to adjacent blocks: mechanisms activate, dust beside those blocks does not.inputentity collisionAny entity whose collision box overlaps the plate's footprint at 0.25 blocks tall. The wiki's examples are players, mobs, items, arrows, experience orbs, fishing bobbers, etc. Spectators and markers excluded. Item frames and glow item frames cannot activate it but keep it activated. A minecart can press a plate diagonally adjacent to a curved rail's corner but not one next to a straight rail.activation_delay0 (wiki silent)The wiki states no delay: it activates when an entity is on top of it. 0 is the reading of that sentence, not a number printed on the wiki.off_delay20 game ticksBlock page: re-checks every 20 game ticks (10 redstone ticks) and turns off at the first check that finds no entity. Redstone components page: waits 10 game ticks after the entity leaves, then turns off at the next multiple of 10 game ticks. Both give a minimum on time of 20 game ticks.pulse_length20 game ticks minimumA single touch gives at least 20 game ticks (10 redstone ticks) of output; longer while occupied, always a multiple of 10 game ticks.connects_to_dusttrueRedstone components page: dust configures itself to point toward adjacent dust, correctly facing repeaters and comparators, and power components; the plate is one.transparenttrueInfobox: Transparent yes. Non-solid; entities stand on the block beneath.conducts_powerfalseTransparent block; the supporting block below is what gets strongly powered.movable_by_pistonbreaksDrops as an item if a piston tries to push it, moves a block into its space, or the block beneath is moved, removed or destroyed.stickyfalseNot relevant; it breaks when pushed.statespowered=false|trueDefault false.comparator_readsnoneThe wiki gives no comparator reading for pressure plates; it is not a container.quasi_connectivityfalseNot affected; it is a source, not a mechanism.placementtop of a supporting blockRigid support shape (cauldrons, composters, hoppers, stone), center support shape (fences, walls, stone) or full top surface (upside-down stairs, closed trapdoors, scaffolding). Java also allows glass panes, iron bars, copper bars and fence gates. Not on leaves. On a small collision box block such as a fence, entities can pass through the plate and still activate it.fluidsnot broken by water or lavaNot waterloggable in Java.activation_area0.25 blocks tallFootprint of the plate, 0.25 blocks high; plate itself is 0.0625 off and 0.03125 on. On a fence the entity can be inside or falling through the plate while activating it.fast_entity_phasetrueAn entity moving fast enough can pass through without activating it.soundblock.wooden_pressure_plate.click_on / click_offVolume 0.3, pitch 0.8 on and 0.7 off, 16 block distance; cherry, bamboo and nether wood have their own events with the same values.interactionnoneRight click does nothing.edition_onlyitem frame rule; panes, bars, fence gate supportIn Java item frames (entities) cannot activate the plate but keep it activated; plates can sit on glass panes, iron bars, copper bars and fence gates. Poplar plate exists in both editions per the wiki ID tables.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueListed as a power component; outputs a signal while an entity is on it.output_strength15Always 15 while active, regardless of entity count.strong_powerthe block below itStrong power to the block it is placed on, so dust adjacent to that block is powered.weak_powerits direct neighborsWeak power to adjacent blocks: mechanisms activate, dust beside those blocks does not.inputentity collisionAny entity whose collision box overlaps the plate's footprint at 0.25 blocks tall. The wiki's examples are players, mobs, items, arrows, experience orbs, fishing bobbers, etc. Spectators and markers excluded. Item frames are blocks in Bedrock, not entities, so the Java keep-activated rule cannot apply. A minecart can press a plate diagonally adjacent to a curved rail's corner but not one next to a straight rail.activation_delay0 (wiki silent)The wiki states no delay: it activates when an entity is on top of it. 0 is the reading of that sentence, not a number printed on the wiki.off_delay20 game ticksBlock page: re-checks every 20 game ticks (10 redstone ticks) and turns off at the first check that finds no entity. Redstone components page: waits 10 game ticks after the entity leaves, then turns off at the next multiple of 10 game ticks. Both give a minimum on time of 20 game ticks.pulse_length20 game ticks minimumA single touch gives at least 20 game ticks (10 redstone ticks) of output; longer while occupied, always a multiple of 10 game ticks.connects_to_dusttrueRedstone components page: dust configures itself to point toward adjacent dust, correctly facing repeaters and comparators, and power components; the plate is one.transparenttrueInfobox: Transparent yes. Non-solid; entities stand on the block beneath.conducts_powerfalseTransparent block; the supporting block below is what gets strongly powered.movable_by_pistonbreaksDrops as an item if a piston tries to push it, moves a block into its space, or the block beneath is moved, removed or destroyed.stickyfalseNot relevant; it breaks when pushed.statesredstone_signal=0|1Default 0; 1 while pressed. The state allows 0 to 15 but 2 to 15 are marked unsupported for wooden plates.comparator_readsnoneThe wiki gives no comparator reading for pressure plates; it is not a container.quasi_connectivityfalseBedrock has no quasi-connectivity; the plate is a source anyway.placementtop of a supporting blockRigid support shape (cauldrons, composters, hoppers, stone), center support shape (fences, walls, stone) or full top surface (upside-down stairs, closed trapdoors, scaffolding). Not on leaves. Not on glass panes, iron bars, copper bars or fence gates (Java only support per the Parity issue list). On a small collision box block such as a fence, entities can pass through the plate and still activate it.fluidswaterloggable, not broken by water or lavaBedrock plates can share their block with water and still work.activation_area0.25 blocks tallFootprint of the plate, 0.25 blocks high; plate itself is 0.0625 off and 0.03125 on. On a fence the entity can be inside or falling through the plate while activating it.fast_entity_phasetrueAn entity moving fast enough can pass through without activating it.soundclick_on.wooden_pressure_plate / click_off.wooden_pressure_plateVolume 1.0, pitch 1.0 for the plain wooden plate; cherry, bamboo and nether wood events play at volume 0.3, pitch 0.8 on and 0.7 off.interactionnoneRight click does nothing.edition_onlywaterlogging; oak ID wooden_pressure_plate; item frames are blocksOak plate is wooden_pressure_plate (numeric 72); other woods are <wood>_pressure_plate; poplar (1389) listed on the wiki. Item frames are blocks in Bedrock so they never press a plate.Sources: minecraft.wiki, Wooden Pressure Plate, Pressure Plate, Redstone components, Redstone mechanics, Redstone Dust, Stone Pressure Plate, Parity issue list, Item Frame
Daylight Detector
minecraft:daylight_detectorA daylight detector is a flat block that turns sunlight into redstone power. The brighter the sky above it, the more power it gives, so it is strongest at noon, fades at dusk and gives nothing at night. Right click it to flip it into night mode, where it powers up when it gets dark instead. Use it to switch street lamps on at sunset and off at sunrise without touching anything.
JavaIn Java it feels the same as Bedrock day to day. Pistons cannot move it, and in day mode it is stuck at full power all the time in the End, while night mode in the End works like the Overworld.
BedrockIn Bedrock pistons can move it and it can be waterlogged. Neither mode gives anything at all in the Nether or the End.
TipPut it somewhere with open sky above it. Even a slab or water over the top dims it, and a torch or glowstone does nothing: it only reads the sky.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Power source: outputs a signal strength from 0 to 15 that depends on time of day, weather, how much sky the block can see and the internal sky light level (maximum 15).
- Only sky light counts: block light from torches, glowstone, lava and similar sources never activates it.
- Anything between the block and the sky (a slab, water, leaves, partial cover) lowers the output; a fully covered detector reads sky light 0.
- Normal mode with clear weather and full sky access: strength 15 from day time 4,295 to 7,705 (noon is 6,000), and strength 0 from 13,670 to 22,330 (the whole night, midnight is 18,000).
- Normal mode caps lower in bad weather: the highest level reached is 12 in rain or snow (4,109 to 7,891 in Java, 4,109 to 7,892 in Bedrock) and 10 in a thunderstorm (3,943 to 8,058 in both editions).
- The wiki's time table marks a few level boundaries as one tick later in Bedrock than in Java; the headline values above (15, 0, max 12, max 10) are the same in both editions.
- Inverted mode is not a mirror of normal mode: it outputs 15 minus the current internal sky light level, clamped to 0..15.
- Inverted mode with clear weather and full sky access outputs 11 at midnight; shade raises it, and a fully covered inverted detector outputs a constant 15.
- Right click (use) toggles between normal and inverted mode. The inverted block is not an item: when broken it drops a normal daylight detector.
- The output of every loaded detector is recalculated every 20 ticks (10 redstone ticks) on a global clock; block updates do nothing to it, so a change in cover or light can take up to 1 second to show.
- It powers adjacent redstone dust, including dust below it, and a comparator facing away from it, at its current strength (0 to 15).
- It powers a repeater facing away from it to level 15 whenever it is active, no matter the current strength.
- It activates adjacent mechanisms (pistons, lamps, doors and so on) on any side, including above and below.
- It has no effect on other adjacent blocks: it cannot power a block the way a repeater can, so it cannot drive dust or components through a solid block.
- It is a transparent block 0.375 blocks (3/8) high and does not conduct power.
- Nether, normal mode: never produces a signal in either edition.
In Java
- Pistons cannot move it in Java because it holds a block entity.
- It cannot be waterlogged in Java.
- End, normal mode: always outputs 15 in Java (the End counts as full sky exposure).
- Nether, inverted mode: always outputs 15 in Java.
- End, inverted mode: works like the Overworld in Java.
- Block states in Java: inverted (true/false) and power (0..15).
- The wiki words the Java refresh as every 20 gametime (10 redstone ticks).
- Time table boundaries in Java: rain or snow level 12 ends at 7,891, rain or snow level 9 starts at 1,430, rain or snow level 8 ends at 1,429, and clear level 2 ends at 23,069.
In Bedrock
- Pistons can move it in Bedrock (Bedrock pistons can push block entities).
- It can be waterlogged in Bedrock.
- Nether and End, inverted mode: never produces a signal in Bedrock under any circumstance.
- End, normal mode: never produces a signal in Bedrock.
- The inverted block is a separate block id in Bedrock, daylight_detector_inverted, and can be picked as an item with pick block in Creative mode.
- Block state in Bedrock: redstone_signal (0..15) on both blocks.
- The wiki words the Bedrock refresh as every 20 daytime (10 redstone ticks); it does not explain the term or say it behaves differently from the Java game time refresh.
- Time table boundaries in Bedrock are one tick later than Java in a few rows: rain or snow level 12 ends at 7,892, rain or snow level 9 starts at 1,431, rain or snow level 8 ends at 1,430, and clear level 2 ends at 23,070.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Pistons: Java cannot move a daylight detector (block entity); Bedrock can.
- Waterlogging: not possible in Java; possible in Bedrock.
- End, normal mode: Java always outputs 15; Bedrock never outputs a signal.
- Nether, inverted mode: Java always outputs 15; Bedrock never outputs a signal.
- End, inverted mode: Java behaves like the Overworld; Bedrock never outputs a signal.
- Block ids and states: Java is one block with inverted and power states; Bedrock uses two blocks (daylight_detector and daylight_detector_inverted) with a redstone_signal state, and the inverted one is obtainable with pick block in Creative.
- Refresh wording: the wiki says every 20 gametime in Java and every 20 daytime in Bedrock (10 redstone ticks either way) and does not explain the difference.
- Time table: a few level boundaries are one tick later in Bedrock, for example rain or snow level 12 ends at 7,891 in Java and 7,892 in Bedrock, and clear level 2 ends at 23,069 in Java and 23,070 in Bedrock.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueOutputs its own redstone signal; needs no input.output_strength0..15 by sky lightNormal mode: depends on time of day, weather, sky exposure and internal sky light (max 15). Clear weather and full sky: 15 from day time 4,295 to 7,705, 0 from 13,670 to 22,330. Max 12 in rain or snow (4,109 to 7,891), max 10 in a thunderstorm (3,943 to 8,058). Inverted mode: 15 minus internal sky light, clamped 0..15; 11 at midnight with clear sky, constant 15 when fully covered.time_table_boundariesJava column of the wiki tableA few boundaries differ from Bedrock by one tick: rain or snow level 12 ends at 7,891; rain or snow level 9 starts at 1,430; rain or snow level 8 ends at 1,429; clear level 2 ends at 23,069.strong_powernoneHas no effect on other adjacent blocks; it does not power solid blocks at all.weak_powernoneDoes not power solid blocks; it only feeds dust, comparators, repeaters and mechanisms directly.inputsky light onlyReads the internal sky light level over it. Block light (torches, glowstone, lava) never activates it. Cover such as a slab, water or leaves lowers the reading.activation_delay0..20 game ticks (0..10 redstone ticks)The output is recalculated every 20 gametime (10 redstone ticks) on a global clock; block updates have no effect, so a change shows at the next refresh, up to 1 second later.off_delay0..20 game ticks (0..10 redstone ticks)Same global refresh as activation.connects_to_dusttruePowers adjacent dust, including dust directly below it, at its current strength.transparenttrueTransparent, 0.375 blocks (3/8) high; does not conduct power. The wiki says it has no effect on other adjacent blocks.conducts_powerfalseCannot carry power like a solid block.movable_by_pistonnoJava pistons cannot move blocks that hold a block entity, and the daylight detector has one.stickyfalseNot a sticky block.statesinverted, powerinverted: true/false. power: 0..15, the current output.comparator_readscurrent output 0..15A comparator facing away from it takes the detector's current strength as its rear input; it is not a container.repeater_output15A repeater facing away from an active detector is powered to level 15 regardless of the detector's own strength.quasi_connectivityfalseNot relevant to the detector itself; it is a source, not a mechanism.update_orderglobal 20 gametime clock (10 redstone ticks)All loaded detectors refresh on the same 20 tick (10 redstone tick) clock, worded on the wiki as gametime in Java.direction_rulesall six sidesActivates adjacent mechanisms on any side, including above and below; feeds dust on the sides and below.dimension_rulesNether normal 0, Nether inverted 15, End normal 15, End inverted like OverworldNormal mode never signals in the Nether and always outputs 15 in the End. Inverted mode always outputs 15 in the Nether and works like the Overworld in the End.waterloggablefalseCannot be waterlogged in Java.edition_onlyEnd normal mode 15; Nether inverted mode 15; not pushableThese three behaviors differ from Bedrock.placementany positionThe wiki states no support requirement; the tutorial notes it can even sit on top of TNT. It needs open sky above it to reach full output.soundwoodWood sound group for place, break and steps. The wiki's note block instrument table does not list the daylight detector.interactionuse toggles invertedRight click (use) flips normal and inverted mode. The inverted block drops a normal detector when broken.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueOutputs its own redstone signal; needs no input.output_strength0..15 by sky lightNormal mode: depends on time of day, weather, sky exposure and internal sky light (max 15). Clear weather and full sky: 15 from day time 4,295 to 7,705, 0 from 13,670 to 22,330. Max 12 in rain or snow (4,109 to 7,892), max 10 in a thunderstorm (3,943 to 8,058). Inverted mode: 15 minus internal sky light, clamped 0..15; 11 at midnight with clear sky, constant 15 when fully covered.time_table_boundariesBedrock column of the wiki tableA few boundaries are one tick later than Java: rain or snow level 12 ends at 7,892; rain or snow level 9 starts at 1,431; rain or snow level 8 ends at 1,430; clear level 2 ends at 23,070.strong_powernoneHas no effect on other adjacent blocks; it does not power solid blocks at all.weak_powernoneDoes not power solid blocks; it only feeds dust, comparators, repeaters and mechanisms directly.inputsky light onlyReads the internal sky light level over it. Block light (torches, glowstone, lava) never activates it. Cover such as a slab, water or leaves lowers the reading.activation_delay0..20 game ticks (0..10 redstone ticks)The output is recalculated every 20 daytime (10 redstone ticks) in the wiki's wording; block updates have no effect, so a change shows at the next refresh, up to 1 second later.off_delay0..20 game ticks (0..10 redstone ticks)Same refresh as activation.connects_to_dusttruePowers adjacent dust, including dust directly below it, at its current strength.transparenttrueTransparent, 0.375 blocks (3/8) high; does not conduct power. The wiki says it has no effect on other adjacent blocks.conducts_powerfalseCannot carry power like a solid block.movable_by_pistonyesThe wiki states daylight detectors can be moved by pistons in Bedrock; Bedrock pistons can push block entities.stickyfalseNot a sticky block.statesredstone_signalredstone_signal: 0..15, the current output. Normal and inverted are two separate blocks: daylight_detector and daylight_detector_inverted.comparator_readscurrent output 0..15A comparator facing away from it takes the detector's current strength as its rear input; it is not a container.repeater_output15A repeater facing away from an active detector is powered to level 15 regardless of the detector's own strength.quasi_connectivityfalseBedrock has no quasi-connectivity.update_orderglobal 20 daytime clock (10 redstone ticks)All loaded detectors refresh on the same 20 tick (10 redstone tick) clock, worded on the wiki as daytime in Bedrock; the wiki does not explain the term.direction_rulesall six sidesActivates adjacent mechanisms on any side, including above and below; feeds dust on the sides and below.dimension_rulesNether 0, End 0, both modesNormal mode never signals in the Nether or the End. Inverted mode never signals in the Nether or the End under any circumstance.waterloggabletrueCan be waterlogged in Bedrock.edition_onlydaylight_detector_inverted block; pick block in Creative; pushable; waterloggableThe inverted block exists as its own id and can be obtained with pick block in Creative mode, inventory editing or add-ons.placementany positionThe wiki states no support requirement; the tutorial notes it can even sit on top of TNT. It needs open sky above it to reach full output.soundwoodWood sound group for place, break and steps. The wiki's note block instrument table does not list the daylight detector.interactionuse toggles invertedRight click (use) flips normal and inverted mode. The inverted block drops a normal detector when broken.Sources: minecraft.wiki, Daylight Detector, Piston, Note Block, Redstone mechanics, Tutorial:Daylight detector
Detector Rail
minecraft:detector_railA detector rail is a piece of track that turns on when a minecart rolls over it. While the cart is touching it, it gives out full power to redstone dust, repeaters and anything next to it, and it also powers the block under it. Use it to open a door or ring a note block when a cart arrives, or to light up the next powered rail so the cart keeps going. Put a comparator next to it and it can even tell you how full a chest minecart or hopper minecart is.
JavaIn Java the rail lets go in steps of one second at most: it only checks for the cart every 20 game ticks, so short passes still give a full 20 game tick pulse. Most mobs refuse to walk over it, which makes it a handy pathing block.
BedrockIt feels the same in Bedrock: same full power, same 20 game tick checks, same comparator reading of chest and hopper carts. Mobs in Bedrock do not avoid rails, and flowing water will wash the rail away, so keep water off the track.
TipDetector rails are not powered by anything else, so put a powered rail right after one to give the cart a boost only when it actually arrives.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- It is a power source: it becomes powered when any part of any minecart's bounding box touches it. No other input (dust, lever, torch) can power it.
- While powered it sets adjacent redstone dust to signal strength 15 and powers adjacent repeaters and comparators that face away from it.
- It strongly powers the block it sits on if that block is conductive (a solid opaque block), so dust and components around that block are powered too.
- It activates any adjacent mechanism component, including above and below: pistons, redstone lamps, powered rails, hoppers and so on.
- Every 20 game ticks (10 redstone ticks) after it first became powered it checks whether a minecart is still in contact; if none is, it turns off. So the signal length is always a multiple of 20 game ticks (10 redstone ticks), and even a cart that only brushes it gives at least one 20 game tick (10 redstone tick) pulse.
- There is no activation delay: it powers on the tick the cart touches it. The only delay is the 20 game tick (10 redstone tick) off check.
- A comparator facing away from the rail reads the minecart on it: for a minecart with chest (27 slots) or minecart with hopper (5 slots) the output is signal strength = floor(1 + (sum of slot fullness / number of slots) * 14), which can be 0 when empty. Any other minecart, including a plain minecart with a mob riding in it, reads 0.
- If several minecarts are on the rail at once, the comparator reads only the minecart that was placed first.
- The comparator can read the cart's contents through one solid opaque block, exactly as it reads a container block.
- Placement: it needs a block whose top face has a rim around the edge under it: any full block, a hopper, a top slab, upside-down stairs or a top trapdoor. If the trapdoor opens and the rail gets a block update, the rail breaks and drops.
- On placement it lines up with adjacent rails (including rails one block up); with nothing to line up with it faces north-south. When more than one rail is one block up it slants toward, in order of preference: west, east, south, north.
- Pistons can push it and sticky pistons can pull it, but it breaks and drops as an item if it ends up unsupported.
- It is transparent: it does not conduct power itself, only the block under it is powered.
- It is broken fastest with a pickaxe and always drops itself.
- The wiki lists the detector rail as producing block updates and comparator updates only while flat; a slanted detector rail still updates blocks up and down, but the wiki lists the comparator update for the flat rail only.
- Sound type: metal in both editions.
In Java
- Block states: powered (false/true), shape (north_south, east_west, ascending_east, ascending_west, ascending_north, ascending_south), waterlogged (false/true).
- Block tags: rails and prevent_mob_spawning_inside.
- It can be waterlogged, and water no longer sweeps rails away (since 1.17).
- Most mobs avoid walking onto rails; only spiders, cave spiders and wardens walk onto them freely.
In Bedrock
- Block states: rail_data_bit (0/1, true when the rail is powered) and rail_direction (0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south). Numeric block id 28.
- Flowing water breaks rails in Bedrock (its history says rails are broken by flowing water again since 1.7.0); the wiki lists no Bedrock waterlogging for rails.
- Mobs do not avoid walking on rails in Bedrock (since 26.10 zombie horses were the last to stop, making rail avoidance a Java only behavior).
- Bedrock updates in two phases each redstone tick: output on odd game ticks (P tick), reading on even game ticks (C tick), so a component next to the rail reacts on the C tick after the rail powers.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Waterlogging: Java rails can be waterlogged and survive flowing water; Bedrock rails are broken by flowing water and the wiki lists no waterlogged state for them.
- Mob pathing: Java mobs (except spiders, cave spiders, wardens) avoid walking onto rails; Bedrock mobs do not avoid rails at all.
- Block state names differ: Java uses powered, shape and waterlogged; Bedrock uses rail_data_bit and rail_direction.
- Timing model: Java updates components in a deterministic order within the tick; Bedrock splits each redstone tick into a P tick (output) and a C tick (read), so neighbor reactions land on the next even game tick.
- Everything else on the wiki page (full power 15, the 20 game tick (10 redstone tick) off check, strong power to the supporting block, comparator reading of chest and hopper carts, first placed cart wins, placement rules, piston behavior) is untagged and so applies to both editions.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePowered only by a minecart whose bounding box touches the rail. Cannot be powered by dust, torches, levers or anything else.output_strength15Adjacent dust is set to 15; repeaters and comparators facing away are powered.strong_powerthe block it sits onOnly if that block is conductive (solid opaque). Slanted rails also power the block below.weak_poweradjacent mechanism componentsActivates pistons, lamps, powered rails, hoppers, doors etc. on any adjacent side, including above and below.inputminecart contactAny minecart type. Turns on the game tick the cart touches it.activation_delay0No delay when a cart arrives.off_delay2020 game ticks (10 redstone ticks): it rechecks for a cart every 20 game ticks after first powering and turns off when none is in contact.pulse_lengthmultiple of 20Signal length is always a multiple of 20 game ticks (10 redstone ticks); a brief touch still gives a full 20 game tick pulse.connects_to_dusttrueDust next to it points into it and is set to 15. Dust does not connect through it as a wire.transparenttrueDoes not conduct power itself; wiki property Transparent: Yes.conducts_powerfalsePower reaches the supporting block by strong power, not by conduction.movable_by_pistonyesPushed by pistons, pulled by sticky pistons; breaks and drops if it becomes unsupported.stickyfalsePlain block in a piston push, no extra pulling.statespowered, shape, waterloggedpowered false/true; shape north_south, east_west, ascending_east, ascending_west, ascending_north, ascending_south; waterlogged false/true.comparator_readscontainer minecart fullnessMinecart with chest (27 slots) or minecart with hopper (5 slots): floor(1 + (sum of slot fullness / slots) * 14), 0 when empty. Any other cart reads 0. With several carts it reads the one placed first. Readable through one solid opaque block.quasi_connectivityfalseThe rail itself is not affected by quasi-connectivity; a piston next to it can be, per the Java piston rules.update_orderdeterministicJava updates neighbors in a fixed order; the wiki lists the detector rail as producing block updates and comparator updates while flat.max_rangen/aOutput only reaches directly adjacent blocks and the supporting block.direction_rulesauto alignsLines up with adjacent rails including one block up; default north-south; slant preference west, east, south, north.edition_onlywaterlogged state, mob avoidanceJava rails can be waterlogged (since 1.17) and most mobs avoid them; spiders, cave spiders and wardens do not.placementrimmed top faceAny full block, hopper, top slab, upside-down stairs or top trapdoor. An opened trapdoor plus a block update breaks the rail.soundmetalMetal sound type for break, place, step, fall.interactionnoneRight click does nothing; only carts trigger it.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetruePowered only by a minecart whose bounding box touches the rail. Cannot be powered by dust, torches, levers or anything else.output_strength15Adjacent dust is set to 15; repeaters and comparators facing away are powered.strong_powerthe block it sits onOnly if that block is conductive (solid opaque). Slanted rails also power the block below.weak_poweradjacent mechanism componentsActivates pistons, lamps, powered rails, hoppers, doors etc. on any adjacent side, including above and below.inputminecart contactAny minecart type. Turns on when the cart touches it; neighbors read it on the following C tick (even game tick).activation_delay0No delay of its own; Bedrock's P tick / C tick split means a neighbor reacts on the next even game tick.off_delay2020 game ticks (10 redstone ticks): it rechecks for a cart every 20 game ticks after first powering and turns off when none is in contact. The wiki does not tag this as edition specific.pulse_lengthmultiple of 20Signal length is always a multiple of 20 game ticks (10 redstone ticks); a brief touch still gives a full 20 game tick pulse.connects_to_dusttrueDust next to it points into it and is set to 15. Dust does not connect through it as a wire.transparenttrueDoes not conduct power itself; wiki property Transparent: Yes.conducts_powerfalsePower reaches the supporting block by strong power, not by conduction.movable_by_pistonyesPushed by pistons, pulled by sticky pistons; breaks and drops if it becomes unsupported.stickyfalsePlain block in a piston push, no extra pulling.statesrail_data_bit, rail_directionrail_data_bit 0/1 (1 = powered); rail_direction 0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south. Numeric id 28. No waterlogged state listed.comparator_readscontainer minecart fullnessMinecart with chest (27 slots) or minecart with hopper (5 slots): floor(1 + (sum of slot fullness / slots) * 14), 0 when empty. Any other cart reads 0. With several carts it reads the one placed first. Readable through one solid opaque block. Untagged on the wiki, so shared.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderP tick then C tickBedrock outputs on odd game ticks (P tick) and reads on even game ticks (C tick); neighbor update order is not deterministic.max_rangen/aOutput only reaches directly adjacent blocks and the supporting block.direction_rulesauto alignsLines up with adjacent rails including one block up; default north-south; slant preference west, east, south, north.edition_onlywater breaks rail, mobs walk on railsFlowing water breaks rails (Bedrock history 1.7.0, no later Bedrock waterlogging listed on the wiki). Since 26.10 no Bedrock mob avoids rails.placementrimmed top faceAny full block, hopper, top slab, upside-down stairs or top trapdoor. An opened trapdoor plus a block update breaks the rail. Keep flowing water off it.soundmetalMetal sound type for break, place, step, fall.interactionnoneRight click does nothing; only carts trigger it.Sources: minecraft.wiki, Detector Rail, Rail, Redstone mechanics, Redstone Comparator, Minecart with Chest, Minecart with Hopper
Trapped Chest
minecraft:trapped_chest, minecraft:chestA trapped chest looks like a normal chest with a red latch, but it gives off redstone power while somebody has it open. The more players looking inside at once, the stronger the power, up to 15. Wire it up and it can ring a bell, light a lamp or spring a trap the moment a friend opens your loot. A plain chest gives no power at all, but a comparator next to either chest can tell you how full it is.
JavaIn Java you can sneak while placing a second trapped chest so the two stay separate instead of joining into one big chest, and pistons cannot move a chest at all. If a solid block or a sitting cat sits on top, the chest will not open and a comparator reads it as empty.
BedrockIn Bedrock pistons can push chests and trapped chests, which is also the way to park two single chests side by side. A bottom slab on top stops the chest from opening.
TipPut the trapped chest on a solid block and run dust from that block: the chest powers the block under it, so the wire can be hidden a layer down.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Power source: the trapped chest is on while at least one player or copper golem is accessing it, and its power level equals the number of players or copper golems inside it at once, maximum 15.
- While on it powers any adjacent redstone dust, including dust directly beneath it, to that level.
- While on it powers any adjacent repeater facing away from it to full level 15, whatever the player count.
- While on it strongly powers a full solid opaque block beneath it, so dust and components touching that block get the power too.
- While on it activates any adjacent mechanism component (piston, lamp, door, dispenser and so on), including one above or below it.
- It does not power a comparator facing away from it as a signal. A comparator facing away measures how full the chest is instead, 0 to 15.
- Comparator formula for any chest: signal = floor(1 + (sum of slot fullness / number of slots) x 14), where a slot's fullness = items in it / max stack size. Empty = 0, completely full = 15.
- A single chest or trapped chest has 27 slots; a large (double) one has 54. A comparator behind either half of a large chest measures all 54 slots.
- Thresholds for a 27-slot chest filled with 64-stackable items, computed from the wiki formula: 1 item = 1, 124 = 2, 247 = 3, 371 = 4, 494 = 5, 618 = 6, 741 = 7, 864 = 8, 988 = 9, 1111 = 10, 1235 = 11, 1358 = 12, 1482 = 13, 1605 = 14, 1728 = 15.
- Thresholds for a 54-slot large chest with 64-stackable items, computed from the same formula: 1 = 1, 247 = 2, 494 = 3, 741 = 4, 988 = 5, 1235 = 6, 1482 = 7, 1728 = 8, 1975 = 9, 2222 = 10, 2469 = 11, 2716 = 12, 2963 = 13, 3210 = 14, 3456 = 15.
- Items that stack to 16 count 4 times as much per item as 64-stackables; a non-stackable item fills its whole slot.
- Opening either half of a large trapped chest turns on both halves.
- Trapped chests never join with plain chests, so a trapped chest can sit right next to a normal chest. Two trapped chests placed side by side facing the same way join into a large trapped chest.
- Only players and copper golems trigger it. Mobs do not, and items moving through hoppers or droppers do not.
- A hopper under a trapped chest is locked while the chest is open (the chest activates it), so it stops pulling items until the chest closes.
- Both chest kinds are transparent, non-conductive blocks: they never carry power themselves, and a chest can sit on top of another chest without stopping the lower one from opening.
- A chest cannot be opened with a conductive (opaque full) block above it, or with a cat sitting on it. Non-conductive full cubes such as glass or ice above it are fine.
- The wiki gives no on or off delay for the trapped chest: it switches with the open and close of the lid, so treat it as 0 game ticks (0 redstone ticks).
- A comparator may be separated from the chest by one comparator-conducting block and still read it.
- Crafted from 1 chest + 1 tripwire hook (shapeless). Breaking a chest drops it and everything inside.
In Java
- Sneak while placing the second trapped chest to keep it from joining the first (Java only).
- Pistons cannot move chests or trapped chests; the Piston page lists them as unpushable block entities.
- A chest or trapped chest that cannot be opened (conductive block above, or a sitting cat) always gives a comparator output of 0, no matter what is inside (Java only rule).
- The lid phases through a bottom-half slab above it, so a bottom slab does not block opening in Java.
- Block states: facing (north, south, east, west; the latch side), type (single, left, right), waterlogged (true, false).
- Sounds: block.chest.open and block.chest.close.
In Bedrock
- Pistons can move chests and trapped chests (Bedrock only, since Pocket Edition v0.15.0 build 1). The Piston page notes a large chest can be pushed but separates into two single chests.
- To keep two single chests side by side, push one into place with a piston or face the second one a different way (no sneak-place in Bedrock).
- A bottom slab above a chest prevents it from opening (Bedrock only).
- The Java rule that an unopenable chest reads 0 on a comparator is marked Java only on the wiki, so in Bedrock a comparator keeps reading the contents.
- Bedrock's list of comparator-conducting blocks also includes some non-conductive blocks (dirt path, farmland, iron chain, copper chain, piston, sticky piston, copper grate, chorus plant, chorus flower), so a comparator can read a chest through one of those.
- Block state: minecraft:cardinal_direction (north, south, east, west). No type or waterlogged state. Savegame ID Chest, numeric ID 146.
- In the inventory the trapped chest renders as a full block; placed, it is the smaller chest model.
- Sounds: random.chestopen and random.chestclosed.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Pistons: Java cannot move a chest or trapped chest at all; Bedrock pistons push them (a large one splits into two singles).
- Keeping two chests separate: Java sneak-places the second chest; Bedrock uses a piston push or a different facing.
- Comparator on a blocked chest: Java reads 0 when a conductive block or cat is on top; the wiki marks that rule Java only, so Bedrock reads the real fill level.
- Slab on top: Java lids phase through a bottom-half slab; in Bedrock a bottom slab stops the chest opening.
- Reading through blocks: Bedrock lets a comparator read a chest through extra non-conductive blocks such as dirt path, farmland, chains and pistons; Java only through conductive blocks.
- Block states: Java has facing, type and waterlogged; Bedrock has only minecraft:cardinal_direction.
- The power rules themselves (player count 0 to 15, strong power below, repeaters at 15, no comparator signal) are unmarked on the wiki, so they are the same in both editions.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueTrapped chest only. A plain chest is never a power source.output_strength1..15 = players accessingEquals the number of players or copper golems with the chest open at once, capped at 15. 0 when closed.strong_powerthe full solid opaque block beneath itOnly downward. Dust and components touching that block receive the chest's level.weak_poweradjacent mechanisms on all six sidesActivates pistons, lamps, doors, dispensers etc. next to it, above or below. Adjacent repeaters facing away get 15. Adjacent dust, including dust beneath, gets the chest's level. A comparator facing away is NOT powered as a signal.inputplayer or copper golem opens itMobs, hoppers and droppers moving items do not trigger it.activation_delay0 game ticks (0 redstone ticks)The wiki gives no delay; it turns on with the opening of the lid. Treat as immediate.off_delay0 game ticks (0 redstone ticks)Turns off when the last player closes it. Wiki states no delay.connects_to_dusttrueAdjacent dust on any side and dust beneath is powered; dust does not visually point at it.transparenttrueBoth chest kinds are non-conductive: they do not carry power through themselves, and a chest on a chest still lets the lower one open.conducts_powerfalseTransparent block.movable_by_pistonnoChest and trapped chest are block entities and cannot be pushed or pulled in Java.statesfacing, type, waterloggedfacing: north/south/east/west (latch side). type: single/left/right. waterlogged: true/false.comparator_readscontainer fill levelsignal = floor(1 + (sum of slot fullness / slots) x 14); slot fullness = count / max stack. 27 slots single, 54 large (comparator reads the whole large chest from either half). 64-stackables in a single chest: 1,124,247,371,494,618,741,864,988,1111,1235,1358,1482,1605,1728 items for levels 1..15 (computed from the wiki formula). A chest that cannot be opened (conductive block above or a sitting cat) reads 0 regardless of contents.chest_slots27 single / 54 largeTrapped and plain chests alike.joins_with_plain_chestfalseTrapped chests only join other trapped chests. Sneak while placing the second one to keep them separate (Java only).double_chest_outputboth halvesOpening either half of a large trapped chest turns on both halves.blocked_byconductive block above, sitting catCannot open in that state. Bottom-half slabs, stairs, glass and ice above do not block it.hopper_belowlocked while openThe chest activates the hopper beneath, so it stops pulling items until the chest closes.quasi_connectivityfalseNot a quasi-connected component itself; it can still activate a piston above it directly.placementany block face, no support neededPlace two trapped chests facing the same way side by side to make a large one.soundblock.chest.open / block.chest.closeSame sounds as a plain chest.interactionright click opens the containerOpening is what powers it.edition_onlysneak-place to keep chests separate; comparator reads 0 on a blocked chestBoth marked Java only on the wiki.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueTrapped chest only. A plain chest is never a power source.output_strength1..15 = players accessingEquals the number of players or copper golems with the chest open at once, capped at 15. 0 when closed. Unmarked on the wiki, so same as Java.strong_powerthe full solid opaque block beneath itOnly downward. Dust and components touching that block receive the chest's level.weak_poweradjacent mechanisms on all six sidesActivates pistons, lamps, doors, dispensers etc. next to it, above or below. Adjacent repeaters facing away get 15. Adjacent dust, including dust beneath, gets the chest's level. A comparator facing away is NOT powered as a signal.inputplayer or copper golem opens itMobs, hoppers and droppers moving items do not trigger it.activation_delay0 game ticks (0 redstone ticks)The wiki gives no delay; it turns on with the opening of the lid. Treat as immediate.off_delay0 game ticks (0 redstone ticks)Turns off when the last player closes it. Wiki states no delay.connects_to_dusttrueAdjacent dust on any side and dust beneath is powered.transparenttrueNon-conductive; does not carry power through itself.conducts_powerfalseTransparent block.movable_by_pistonyesBedrock only, since Pocket Edition v0.15.0 build 1. The Piston page lists a large chest as pushable but it separates into two single chests. Pushing with a piston is the Bedrock way to park two single chests side by side.statesminecraft:cardinal_directionnorth/south/east/west. No type or waterlogged state in Bedrock. Savegame ID Chest, numeric ID 146.comparator_readscontainer fill levelsignal = floor(1 + (sum of slot fullness / slots) x 14); slot fullness = count / max stack. 27 slots single, 54 large (whole large chest read from either half). 64-stackables in a single chest: 1,124,247,371,494,618,741,864,988,1111,1235,1358,1482,1605,1728 items for levels 1..15 (computed from the wiki formula). The 'blocked chest reads 0' rule is Java only, so Bedrock keeps reading the contents. Bedrock also lets the comparator read through some non-conductive blocks (dirt path, farmland, iron and copper chain, piston, sticky piston, copper grate, chorus plant, chorus flower).chest_slots27 single / 54 largeTrapped and plain chests alike.joins_with_plain_chestfalseTrapped chests only join other trapped chests. No sneak-place in Bedrock: use a piston push or a different facing to keep two apart.double_chest_outputboth halvesOpening either half of a large trapped chest turns on both halves.blocked_byconductive block above, bottom slab above, sitting catBottom slabs blocking is Bedrock only. Stairs, glass and ice above do not block it.hopper_belowlocked while openThe chest activates the hopper beneath, so it stops pulling items until the chest closes.quasi_connectivityfalseBedrock has no quasi-connectivity.placementany block face, no support neededPlace two trapped chests facing the same way side by side to make a large one. In the inventory it renders as a full block, placed it is the chest model.soundrandom.chestopen / random.chestclosedSame sounds as a plain chest.interactionright click opens the containerOpening is what powers it.edition_onlypiston-movable; bottom slab blocks opening; extra comparator-conducting blocksAll marked Bedrock only on the wiki.Sources: minecraft.wiki, Trapped Chest, Chest, Redstone Comparator, Redstone mechanics, Piston
Transmission 1
Blocks that carry power.
Redstone Dust
minecraft:redstone_wireRedstone dust is the wire of Minecraft. Sprinkle it on the ground and it carries power from a switch to a door, a lamp or a piston. The power fades a little with every piece of dust it crosses, so one line of dust reaches 15 blocks and then goes dead. Example: a lever, a line of dust, and an iron door at the end.
JavaIn Java a lone piece of dust can be right clicked to switch it between a plus and a dot. The dot only powers the block under it, which is handy for tidy wiring.
BedrockIn Bedrock a lone piece of dust is always a plus that powers all four sides. Dust lying on glass can also send its power down to dust one block below, which Java cannot do. Bedrock dust also reacts every single game tick, faster than the rest of the redstone, and can even look off while it is really on.
TipDust climbs and descends one block at a time by itself, but a solid block sitting on top of the lower dust cuts that link. To go past 15 blocks, put a repeater in the line: it refills the power to full.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Power level runs from 0 to 15. Most power components push adjacent dust to 15; daylight detectors, trapped chests and weighted pressure plates may give less. Repeaters output 15 when on; comparators may output less.
- The level drops by 1 for every block of dust the signal crosses, so a line carries power for no more than 15 blocks. Re-strengthen it with a repeater to go farther.
- The level does not drop when it leaves the dust into a block or a component: dust at level 1 pointing into a piston extends the piston, and dust at level 1 pointing into a conductive block powers a repeater or comparator facing away from that block.
- Dust is powered by: an adjacent power component or a strongly powered block, the output of a repeater or comparator, or adjacent dust (same level, one block higher, or one block lower with the rules below).
- Dust can be powered by dust one level lower, or by dust sitting on a conductive block one level higher. The block between the two pieces must be air or non-conductive: a conductive block there cuts the diagonal connection.
- Powered dust lying on top of a conductive block, or pointing into one, weakly powers that block. A weakly powered block cannot power other dust, but it still powers repeaters and comparators facing away from it and activates adjacent mechanisms (doors, pistons, lamps). Dust strongly powers nothing.
- Non-conductive (transparent) blocks such as glass cannot be powered at all.
- Dust points itself toward adjacent power components and transmission component connection points, and toward dust one block higher or lower (unless a conductive block sits above the lower dust). One such neighbor gives a straight line through the dust; two or more give an L, a T or a cross as needed.
- Dust does not point itself toward mechanism components (pistons, doors, lamps, dispensers). To feed one, lay the other dust so the piece would point at that spot even if the mechanism were not there. Target blocks and jukeboxes are the exceptions the Redstone mechanics page names for both editions: they connect to adjacent dust.
- A lone piece of dust with no neighbors becomes a plus that powers all four directions.
- Dust always powers the directions it points into, even directions where nothing can take the power.
- Reconfiguring the shape of dust after placement does not update the components around it unless the power level also changes or something else updates them. A mechanism can stay on or off wrongly until an update arrives, which is the trick behind a block update detector (BUD). The wiki gives this paragraph no edition mark.
- The Redstone mechanics page lists dust among the components that produce block updates up to two blocks away by taxicab distance, including up and down, in all directions. The same page notes that in Bedrock block updates and redstone are not connected.
- The Redstone Dust page gives no delay figure for dust: it lists no activation delay. The Redstone circuits/Transmission page only implies that a plain dust line adds no delay by contrasting it with the repeater's 1 to 4 redstone ticks. Treat a dust line as adding 0 game ticks (0 redstone ticks).
- Placement: on conductive blocks, and on glowstone, upside-down slabs, glass, upside-down stairs and hoppers. The Opacity/Placement table also marks barrier, ice, packed ice, scaffolding and an 8 layer snow block as valid tops (snow of 2 to 7 layers is not). It needs a full square top face or a hopper.
- A piston that tries to push dust destroys it (it drops as an item). A sticky piston cannot pull it.
- Unpowered dust is dark red. At level 15 it is bright red and it fades to darker shades as the level falls; powered dust also emits dust particles of the same color.
- Block form is minecraft:redstone_wire; the item you hold is minecraft:redstone (Redstone Dust).
In Java
- Right click a lone plus of dust to toggle it to a dot, and again to a plus. A dot powers nothing beside it and only the block under it.
- A non-conductive block cannot pass power downward: dust on glass does not power dust one block below it.
- The wiki gives no delay figure for dust in Java. The every-game-tick sentence on the Tick page belongs to Bedrock's redstone tick system, not to Java. In Java most redstone events happen in multiples of 2 game ticks (1 redstone tick), a community term, not a game unit.
- Block update rules from the Block update page (Java): destroying or replacing dust updates the immediate neighbors of its immediate neighbors (west, east, down, up, north, south order); placing dust updates the immediate neighbors of the block above it and of the block below it, then the neighbors of neighbors of adjacent dust; a signal change updates the immediate neighbors of the dust and of its immediate neighbors (the datum points, in random order); a dot/cross toggle updates only the neighbors of the solid block next to the dust.
- Also from the Block update page: when dust is placed, destroyed, replaced or its state changes, any block it points horizontally into that is not dust also gets post placement updates sent to the block above it and the block below it, but not to an observer.
- Java history 19w12b: dust can be placed on glass, ice and sea lanterns.
- Block states: east, north, south, west each none / side / up, and power 0 to 15, giving 1,296 combinations, the most of any block.
In Bedrock
- The signal can go down from glass: dust on a glass block powers dust one block below it. It can never go down from slabs.
- Dust points itself at the back and side faces of pistons and sticky pistons, so it connects to those without a helper piece. The Redstone mechanics page also lists bells as Bedrock blocks that connect to adjacent dust.
- There is no dot: the wiki marks the right click plus/dot toggle as Java only, so a lone piece of dust stays a plus that powers all four directions.
- Bedrock runs redstone on a 2 game tick (1 redstone tick) cycle: a produce tick (P-tick) on odd game ticks where components output, and a consume tick (C-tick) on even game ticks where components read. Dust does not follow that cycle: it updates its power state on every game tick (20 times per second), so it can carry a pulse only 1 game tick (0.5 redstone ticks) long.
- A dust line powered on an odd game tick activates P-tick components, while one powered on an even game tick activates C-tick components, so dust can be pulsed for 1 game tick for phase-specific activations.
- Dust's visual state only refreshes on P-ticks: if it is only ticked on a C-tick it looks off even though it is technically on.
- The Redstone mechanics block update section notes that in Bedrock block updates and redstone are not connected. The Block update page's Bedrock section is empty, so the wiki gives no Bedrock update order for dust and does not say whether the BUD trick works in Bedrock.
- Block state redstone_signal 0 to 15 (the wiki does not give named connection states for Bedrock). Numeric IDs: block 55, item 373.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Java: a lone piece of dust can be right clicked to switch between a plus and a dot (the dot powers only the block under it). Bedrock: no toggle, a lone piece is always a plus.
- Java: a non-conductive block cannot pass power downward, so dust on glass never powers dust below. Bedrock: the signal can go down from glass (still never from slabs).
- Bedrock: dust automatically points at the back and side faces of pistons and sticky pistons (and bells connect to dust). Java: dust never auto-points at any mechanism, pistons included.
- Bedrock: dust updates its power state every game tick (20 times per second) instead of on the 2 game tick (1 redstone tick) produce/consume cycle, can carry a 1 game tick (0.5 redstone tick) pulse, powers P-tick components when powered on an odd tick and C-tick components on an even tick, and only redraws on P-ticks so it can look off while on. Java: the wiki gives no dust timing statement at all.
- Java: block states are east/north/south/west (none, side, up) plus power 0 to 15. Bedrock: a single redstone_signal state 0 to 15.
- Java: the Block update page gives exact neighbor update rules for dust (place, destroy, signal change, dot/cross toggle). Bedrock: the wiki's Block update page has an empty Bedrock section and the Redstone mechanics page notes that in Bedrock block updates and redstone are not connected.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseTransmission component only. It carries a signal, it never creates one.output_strengthinput minus 1 per block of dustLevel 0 to 15. Drops by 1 for every block of dust crossed, so 15 blocks maximum from a full source. No drop when the signal leaves the dust into a block, a repeater, a comparator or a mechanism.max_range15Blocks of dust before the level reaches 0. A repeater restores it to 15.strong_powernoneDust never strongly powers a block.weak_powerthe block under it and the block it points intoOnly conductive blocks. A weakly powered block cannot power other dust, but powers repeaters and comparators facing away from it and activates adjacent mechanisms. A dot only weakly powers the block under it.inputadjacent power component, strongly powered block, repeater or comparator output, adjacent dustA weakly powered block does not power dust. Adjacent dust may be one block higher or lower with the diagonal rules below.activation_delay00 game ticks (0 redstone ticks). The wiki gives no delay figure for dust in Java: the Redstone Dust page lists none, and the Redstone circuits/Transmission page only implies no delay by contrasting the repeater's 1 to 4 redstone ticks. The every-game-tick sentence on the Tick page is Bedrock only.off_delay00 game ticks (0 redstone ticks), same as activation; the wiki is silent for Java.connects_to_dusttrueAlso points at power components and transmission connection points, and at dust one block up or down. Target blocks and jukeboxes connect to adjacent dust. Never auto-points at mechanism components in Java, pistons included.direction_rulespowers only the directions it points intoOne neighbor: straight line through. Two or more: L, T or cross as needed. Lone dust: plus, powers all four sides. A dot powers no side.diagonal_uptruePowers dust one block higher that sits on a conductive block, unless a conductive block sits above the lower dust.diagonal_downconductive supports onlyA non-conductive block cannot pass power downward in Java: dust on glass, glowstone, slabs, stairs or hoppers does not power dust one block below.transparenttrueDust is not a solid block. Nothing passes through it as through a conductor.conducts_powerfalseIt transmits its own signal; it does not act as a powered block.movable_by_pistonbreaksDestroyed when a piston pushes it. Cannot be pulled by a sticky piston.stickyfalsestateseast, north, south, west (none|side|up), power (0..15)1,296 combinations. The block ID is minecraft:redstone_wire; the item is minecraft:redstone.comparator_readsnothingThe wiki lists no comparator reading for dust. A comparator is powered from its back by dust at the dust's level.quasi_connectivityfalseDust itself has no quasi-connectivity; that rule belongs to pistons and some other mechanisms, not to dust.update_orderblock updates up to 2 blocks taxicab, all directionsRedstone mechanics page. Block update page (Java): destroy/replace updates the immediate neighbors (west, east, down, up, north, south) of the immediate neighbors; place updates the neighbors of the block above, then of the block below, then neighbors of neighbors of adjacent dust; signal change updates the immediate neighbors of the datum points (the dust and its immediate neighbors, random order); dot/cross toggle updates only the neighbors of the solid block next to the dust. Any non-dust block it points horizontally into also gets PP updates to the block above and below it, never to an observer. Reshaping dust without a level change does not update neighbors (BUD quirk).placementfull square top face or hopperConductive blocks, glowstone, upside-down slabs, glass, upside-down stairs, hoppers; Opacity/Placement also marks barrier, ice, packed ice, scaffolding and 8 layer snow (not 2 to 7 layers). Java history 19w12b adds glass, ice and sea lanterns.interactionright click toggles plus and dot on a lone pieceOnly when the dust is a cross with no neighbors.edition_onlyplus/dot toggleThe wiki marks the right click toggle as Java only.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseTransmission component only. It carries a signal, it never creates one.output_strengthinput minus 1 per block of dustLevel 0 to 15. Drops by 1 for every block of dust crossed, so 15 blocks maximum from a full source. No drop when the signal leaves the dust into a block, a repeater, a comparator or a mechanism.max_range15Blocks of dust before the level reaches 0. A repeater restores it to 15.strong_powernoneDust never strongly powers a block.weak_powerthe block under it and the block it points intoOnly conductive blocks. A weakly powered block cannot power other dust, but powers repeaters and comparators facing away from it and activates adjacent mechanisms.inputadjacent power component, strongly powered block, repeater or comparator output, adjacent dustA weakly powered block does not power dust. Adjacent dust may be one block higher or lower with the diagonal rules below.activation_delay00 game ticks (0 redstone ticks). The Redstone Dust page gives no delay. The Tick page (Bedrock redstone tick section) says dust updates its power state on every game tick (20 times per second) instead of following the 2 game tick (1 redstone tick) produce/consume cycle, so it can carry a 1 game tick (0.5 redstone tick) pulse.off_delay00 game ticks (0 redstone ticks), same as activation: dust re-evaluates every game tick.tick_phaseevery game tickOther components run on P-ticks (odd game ticks, output) and C-ticks (even game ticks, read). A dust line powered on an odd game tick activates P-tick components; one powered on an even game tick activates C-tick components. Dust can be pulsed for 1 game tick (0.5 redstone ticks) for phase-specific activation.visual_updateP-ticks onlyDust's visual state refreshes only on P-ticks: if it is only ticked on a C-tick it looks off even though it is technically on.connects_to_dusttrueAlso points at power components, transmission connection points, dust one block up or down, and the back and side faces of pistons and sticky pistons. Target blocks, jukeboxes and bells connect to adjacent dust. Other mechanism components are not auto-pointed at.direction_rulespowers only the directions it points intoOne neighbor: straight line through. Two or more: L, T or cross as needed. Lone dust: plus, powers all four sides. No dot form.diagonal_uptruePowers dust one block higher that sits on a conductive block, unless a conductive block sits above the lower dust.diagonal_downconductive supports and glassThe signal can go down from glass: dust on glass powers dust one block below. It can never go down from slabs. The wiki does not say glowstone, stairs or hoppers pass power down.transparenttrueDust is not a solid block. Nothing passes through it as through a conductor.conducts_powerfalseIt transmits its own signal; it does not act as a powered block.movable_by_pistonbreaksDestroyed when a piston pushes it. Cannot be pulled by a sticky piston.stickyfalsestatesredstone_signal (0..15)Numeric IDs: block 55, item 373. The wiki gives no named connection states for Bedrock.comparator_readsnothingThe wiki lists no comparator reading for dust. A comparator is powered from its back by dust at the dust's level.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderblock updates up to 2 blocks taxicab, all directionsThe Redstone mechanics page lists this with no edition mark but notes that in Bedrock block updates and redstone are not connected. The Block update page's Bedrock section is empty, so the wiki gives no Bedrock update order for dust and does not say whether the BUD quirk (reshaping without a level change) applies in Bedrock.placementfull square top face or hopperConductive blocks, glowstone, upside-down slabs, glass, upside-down stairs, hoppers; Opacity/Placement also marks barrier, ice, packed ice, scaffolding and 8 layer snow (not 2 to 7 layers), with no edition marks. Sea lantern appears only in the Java history line.interactionnoneNo plus/dot toggle: the wiki marks that toggle as Java only.edition_onlypower goes down from glass; auto-connects to piston back and sides; updates every game tick; redraws on P-ticks onlyGlass and piston facts marked Bedrock on the Redstone Dust page; the tick facts sit in the Bedrock-only Redstone tick section of the Tick page and the Bedrock-only Component Behavior section of Redstone mechanics.Sources: minecraft.wiki, Redstone Dust, Redstone mechanics, Redstone mechanics, Tick, Tick, Block update, Opacity/Placement, Redstone circuits/Transmission
Logic 3
Blocks that delay, compare or detect.
Redstone Repeater
minecraft:repeaterA repeater is a one way gate for redstone power. Power goes in at the back and comes out at the front at full strength, so it refreshes a signal that has faded over a long line of dust. Right click it to add a small pause (four settings, 0.1 to 0.4 seconds) before the power comes out. Example: a row of repeaters along a 40 block dust line keeps a door at the far end working, and stacking their delays makes a slow timer.
JavaJava timing is very tight: a repeater on its shortest setting will even stretch a flicker that lasted a single game tick into a clean 0.1 second pulse, and Java has an extra piston trick (the insta-drop instant repeater) that passes a signal with no delay at all.
BedrockBedrock runs redstone in two alternating phases, so a repeater only looks at its input every other game tick and the shortest pulse it ever puts out is 0.1 seconds, even though dust itself can still carry a single game tick flicker. You can also put a repeater on a fence or stone wall, and it sits under water instead of being washed away.
TipPower a repeater from the side with another powered repeater (or comparator) and it locks, freezing whatever it was outputting, which is a cheap way to remember a signal.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Output strength is always 15 at the front, no matter how weak the input at the back was (any input strength counts).
- Input comes only from the back: an active power component (torch, lever, block of redstone), powered dust, a powered repeater or comparator facing into it, or a powered conductive block.
- Output goes only to the front: dust, a repeater or comparator facing away, any conductive block, or any mechanism it faces. A conductive block powered by a repeater is strongly powered, so it can power dust and components next to it.
- Delay settings: 2 game ticks (1 redstone tick), 4 game ticks (2 redstone ticks), 6 game ticks (3 redstone ticks), 8 game ticks (4 redstone ticks). Newly placed: 2 game ticks (1 redstone tick).
- Each use (right click) adds 2 game ticks (1 redstone tick), up to 8 game ticks (4 redstone ticks), then wraps back to 2 game ticks (1 redstone tick).
- A repeater set to 4 to 8 game ticks (2 to 4 redstone ticks) stretches any shorter on-pulse to the length of its delay and, apart from the caveats the wiki lists (the Java scheduled-tick rules and locking), does not let through any off-pulse shorter than its delay.
- Locking: a powered repeater facing into its side locks it; a powered comparator facing into its side also locks it. A locked repeater keeps its current output whatever the back does, ignores all block updates and scheduled ticks while locked, and resumes normal behavior when the side input turns off.
- Locking quirk: if it is locked again too quickly after unlocking (for example the lock is driven by a fast clock), or the lock and the input change on the same tick (for example fed by the same clock through equal-delay repeaters), the repeater does not switch states.
- It is a diode: nothing passes from front to back.
- Transparent block (does not conduct power itself), luminance 0, hardness 0, blast resistance 0, not flammable.
- Breaks and drops as an item if its supporting block is moved, removed or destroyed, or if a piston tries to push it or pushes a block into its space.
- Repeaters have no quasi-connectivity of their own (that is a property of pistons, dispensers and droppers).
In Java
- Placement: on top of full blocks, upside-down slabs, upside-down stairs, furnaces and glass.
- Not waterloggable: water or lava flowing into its space breaks it (the wiki marks this Java only).
- Timing runs on scheduled ticks: on a block update an unpowered repeater that is receiving power schedules a tick to turn on; before turning on, and on every later update, it checks the input and if the input is gone it schedules a tick to turn off; when that tick runs it only turns off if the input is still gone.
- Only one scheduled tick can exist at a time; any attempt to schedule another while one is pending is ignored.
- Scheduled tick priority: -3 when facing the back or side of another repeater or comparator, -2 when turning off, -1 otherwise (lower runs first).
- A repeater on 2 game ticks (1 redstone tick) also stretches any 0 game tick or 1 game tick pulse to a full 2 game ticks (1 redstone tick).
- The repeater page says instant repeater circuits (repeating with no delay) are possible in Java even though a repeater cannot be set to 0; the insta-drop instant repeater design on the Transmission page is marked Java only.
- A repeater updates redstone components up to two blocks away (taxicab distance) even though it only activates mechanisms one block away; this is what lets it wake quasi-connectivity powered pistons (the wiki states this on the Java-only Quasi-connectivity page).
- Block states: delay (1 to 4, redstone ticks, default 1), facing (north, south, east, west: direction from output to input), locked (true/false), powered (true/false).
- Sounds use the stone group (block.stone.place, block.stone.break) since Java 1.20.2 (23w33a).
In Bedrock
- Placement: everything Java allows plus fences and stone walls.
- Waterloggable: water flowing into its space does not break it.
- Timing runs in two phases: a produce tick (P-tick) on odd game ticks where components write their output, and a consume tick (C-tick) on even game ticks where components read. Repeaters read their input during a P-tick and, after their set delay, write the new output on the following C-tick.
- A repeater responds to pulses only on odd game ticks (P-ticks). Redstone dust is different: it updates every game tick (20 times a second), so 1 game tick pulses do exist on dust in Bedrock; whether a repeater sees one depends on it landing on a P-tick, and the wiki gives no minimum detected pulse length.
- Minimum output pulse from any repeater is 2 game ticks (1 redstone tick).
- A repeater stretches any pulse shorter than its delay to match its delay (the wiki's example: an 8 game tick (4 redstone tick) repeater turns a 2 or 4 game tick (1 or 2 redstone tick) pulse into an 8 game tick (4 redstone tick) pulse).
- Instant repeating: the Transmission page lists the dust-cut instant repeater (pistons plus a block of redstone, min input pulse 4 game ticks (2 redstone ticks)) with no edition marker, so it is not Java only; the insta-drop design is Java only.
- The wiki does not state the two-block update reach for Bedrock; the Quasi-connectivity page it comes from is Java only, and the Redstone mechanics page notes that in Bedrock block updates and redstone are not connected.
- Block states: minecraft:cardinal_direction (south, north, east, west, default south: output to input), repeater_delay (0 to 3, delay in redstone ticks minus 1, default 0). Powered and unpowered are separate blocks: unpowered_repeater (id 93) and powered_repeater (id 94); item id 419.
- Sounds use the wood group (place.wood, dig.wood).
- The wiki gives no tick priority numbers for Bedrock repeaters.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Placement: Bedrock also allows fences and stone walls; Java only full blocks, upside-down slabs and stairs, furnaces and glass.
- Waterlogging: Java no, Bedrock yes.
- Water or lava: in Java water or lava flowing into the repeater's space breaks it; in Bedrock the repeater waterlogs instead.
- Timing model: Java uses scheduled ticks with priorities (-3, -2, -1); Bedrock alternates produce ticks (odd game ticks) and consume ticks (even game ticks) and a repeater responds only on P-ticks.
- Shortest pulses: in Java a 2 game tick (1 redstone tick) repeater stretches 0 and 1 game tick pulses; in Bedrock dust still carries 1 game tick pulses but a repeater only samples on P-ticks and never outputs shorter than 2 game ticks (1 redstone tick).
- Instant repeaters: the insta-drop instant repeater is Java only; the dust-cut instant repeater carries no edition marker on the wiki, so no-delay repeating is not exclusive to Java.
- Two-block update reach: stated for Java (Quasi-connectivity page, Java only); not stated for Bedrock.
- Block states: Java stores delay 1 to 4, locked and powered on one block; Bedrock stores repeater_delay 0 to 3 and splits powered/unpowered into two block ids with no locked property listed.
- Sounds: Java stone sounds (since 1.20.2), Bedrock wood sounds.
- Quasi-connectivity exists only in Java, so only in Java can a repeater's updates wake QC pistons.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseTransmission component: outputs only while its back is powered.output_strength15Any input strength at the back gives 15 at the front.strong_powerthe block in frontA conductive block in front is strongly powered and can power dust and components next to it.weak_powernoneOnly the front is powered; wiki lists no weak powering of sides or back.inputback onlyActive power component, powered dust, powered repeater or comparator facing it, or powered conductive block behind it.activation_delay2, 4, 6 or 8 game ticks1 to 4 redstone ticks, set by right click; default 2 game ticks (1 redstone tick).off_delaynot statedThe wiki describes turn-off as a scheduled tick (scheduled when the input is gone, priority -2, only turns off if the input is still gone when it runs) but gives no separate number; off-pulses shorter than the delay are suppressed apart from the scheduled-tick and locking caveats.min_pulse_detected0 game ticksA 2 game tick (1 redstone tick) repeater stretches 0 and 1 game tick pulses to 2 game ticks; 4 to 8 game tick repeaters stretch shorter on-pulses to their delay and drop shorter off-pulses (with the scheduled-tick and locking caveats).connects_to_dustfront and back onlyDiode: signals pass back to front only.transparenttrueDoes not conduct power itself.conducts_powerfalseNot a conductive block.movable_by_pistonbreaksDrops as an item if a piston pushes it or moves a block into its space.statesdelay, facing, locked, powereddelay 1 to 4 (redstone ticks, default 1); facing north/south/east/west (output to input); locked and powered true/false.comparator_readsnothingWiki lists no comparator reading; a powered comparator facing its side locks it instead.quasi_connectivityfalseQC is a property of pistons, dispensers and droppers; a repeater updates components up to two blocks away (taxicab) while activating only one block away, which can trigger QC in those blocks (Quasi-connectivity page, Java only).update_orderscheduled tick priority -3 / -2 / -1-3 when facing the back or side of another repeater or comparator, -2 when turning off, -1 otherwise. Only one scheduled tick at a time; extra scheduling attempts are ignored.lockside inputA powered repeater or powered comparator facing its side locks it; output freezes and it ignores all block updates and scheduled ticks until the side turns off. Re-locking too fast or changing lock and input on the same tick means no state change.placementfull blocks, upside-down slabs and stairs, furnaces, glassBreaks if the support is moved, removed or destroyed, or if water or lava flows into its space (Java only).waterloggablefalseWater or lava flowing into its space breaks it (wiki marks this Java only).interactionright click cycles delayAdds 2 game ticks (1 redstone tick) per use, wraps from 8 back to 2.soundstoneblock.stone.place, block.stone.break since 1.20.2 (23w33a).edition_onlyinsta-drop instant repeater; 0 and 1 game tick pulse stretching; water or lava breaks itThe insta-drop instant repeater design is marked Java only; the dust-cut instant repeater carries no edition marker. A 2 game tick repeater stretching 0 and 1 game tick pulses is stated for Java.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseTransmission component: outputs only while its back is powered.output_strength15Any input strength at the back gives 15 at the front.strong_powerthe block in frontA conductive block in front is strongly powered and can power dust and components next to it.weak_powernoneOnly the front is powered; wiki lists no weak powering of sides or back.inputback onlyActive power component, powered dust, powered repeater or comparator facing it, or powered conductive block behind it.activation_delay2, 4, 6 or 8 game ticks1 to 4 redstone ticks, set by right click; default 2 game ticks (1 redstone tick). Input is read on a produce tick (odd game tick) and the output written on the following consume tick (even game tick) after the delay.off_delaynot statedThe wiki gives no separate number for turning off; any pulse shorter than the delay is stretched to the delay.pulse_lengthminimum 2 game ticksMinimum output pulse from any repeater is 2 game ticks (1 redstone tick).min_pulse_detectednot statedThe wiki only says a repeater responds to pulses on odd game ticks (P-ticks). Dust updates every game tick so 1 game tick pulses exist on dust; a repeater sees one only if it lands on a P-tick. Any pulse shorter than the delay is stretched to the delay.connects_to_dustfront and back onlyDiode: signals pass back to front only.transparenttrueDoes not conduct power itself.conducts_powerfalseNot a conductive block.movable_by_pistonbreaksDrops as an item if a piston pushes it or moves a block into its space.statesminecraft:cardinal_direction, repeater_delaycardinal_direction south/north/east/west (default south, output to input); repeater_delay 0 to 3 (redstone ticks minus 1, default 0). Powered state is a separate block: unpowered_repeater (93) / powered_repeater (94); item 419. No locked property listed.comparator_readsnothingWiki lists no comparator reading; a powered comparator facing its side locks it instead.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock. The two-block update reach is not stated for Bedrock (its source page is Java only).update_orderP-tick then C-tickProduce tick on odd game ticks (components write output), consume tick on even game ticks (components read). Repeaters respond only on P-ticks. Wiki gives no priority numbers for Bedrock.lockside inputA powered repeater or powered comparator facing its side locks it; output freezes until the side turns off. Re-locking too fast or changing lock and input on the same tick means no state change.placementfull blocks, upside-down slabs and stairs, furnaces, glass, fences, stone wallsFences and stone walls are Bedrock only. Breaks if the support is moved, removed or destroyed; water does not break it.waterloggabletrueInfobox: Waterloggable BE Yes. Water flowing in waterlogs it instead of breaking it.interactionright click cycles delayAdds 2 game ticks (1 redstone tick) per use, wraps from 8 back to 2.soundwoodplace.wood, dig.wood.edition_onlyfence and wall placement; waterlogging; P-tick/C-tick timing; 2 game tick minimum output pulseThe dust-cut instant repeater carries no edition marker so no-delay repeating is possible here; only the insta-drop design is Java only. A repeater never outputs shorter than 2 game ticks (1 redstone tick).Sources: minecraft.wiki, Redstone Repeater, Redstone mechanics, Tick, Redstone circuits/Pulse, Redstone circuits/Transmission, Quasi-connectivity
Redstone Comparator
minecraft:comparatorA comparator is a small block with an arrow on top. Power goes in at the back and comes out at the front at the same strength, but power fed into either side can change that: in compare mode a stronger side signal switches the output off, and in subtract mode the side signal is taken away from the back signal. It can also look at a chest, hopper or furnace behind it and give out more power the fuller it is. Example: a comparator behind a chest turns a lamp on when the chest fills up.
JavaIn Java a block of redstone placed right beside a comparator counts as a side input, very short flickers of power can slip past it unnoticed, and a chest that cannot open (a solid block or a sitting cat on top) reads as empty.
BedrockIn Bedrock you can also stick a comparator on a wall or a fence, it can be waterlogged, and it can read a container through a few extra blocks like pistons, farmland, chains and copper grates.
TipRight click it to swap modes: it gives a little click and the front torch lights up when it is in subtract mode.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Signals take 2 game ticks (1 redstone tick, 0.1 s) to pass through a comparator, whether they arrive from the rear or from a side.
- Compare mode (front torch down, unlit): output = rear input if both side inputs are less than or equal to the rear input, otherwise 0.
- Subtract mode (front torch up, lit): output = rear input minus the larger side input, never below 0.
- With no powered side the comparator outputs exactly the same strength as its rear input (a 2 game tick, 1 redstone tick, delayed pass-through).
- The two back torches light and the arrow on top turns red whenever the output is greater than 0.
- Side inputs are accepted only when the signal is strongly powering that side of the comparator.
- The block the comparator faces is strongly powered by its output, so that block can power dust next to it; a weakly powered block behind a comparator still feeds its rear input.
- Container reading: strength = floor(1 + (sum of slot fullness / number of slots) x 14); fullness of a slot = items in the slot / max stack size of that item (64, 16 or 1); a partially filled bundle counts as a full stack; an empty container gives 0.
- A large chest or large trapped chest is measured as the whole 54 slot container, not just the half behind the comparator.
- Containers read with the fullness formula: barrel, blast furnace, brewing stand, chest, copper chest, decorated pot, dispenser, dropper, furnace, hopper, large chest, large copper chest, large trapped chest, minecart with chest, minecart with hopper, shulker box, smoker, trapped chest.
- Crafter: not the fullness formula; it outputs the number of crafting slots that are either disabled or occupied by an item (0 to 9).
- Other blocks read: cake 2 per remaining slice (7 slices, max 14), cauldron 0 to 3 for water or powder snow (lava always 3), composter 0 to 8, beehive and bee nest 0 to 5 (honey level), chiseled bookshelf 1 to 6 for the last slot interacted with (0 before any), copper bulb 15 lit or 0, end portal frame 15 with an eye of ender or 0, jukebox by disc, respawn anchor 0, 3, 7, 11 or 15 by charge, sculk sensor by vibration type, shelf 1, 2 or 4 for the left, middle or right slot summing to 7, copper golem statue 1 to 4 by pose, creaking heart 15 - floor(distance / 32 x 15).
- Lectern: floor(1 + ((current page - 1) / (pages in book - 1)) x 14), so page 1 gives 1 and the last page gives 15; a single page book outputs 15.
- Command block: outputs the success count of the last command run, maximum 15 when sent to redstone dust; in the code the count can go up to the 32-bit integer limit and can be used in contraptions with no dust with those values; the count stays until the command block runs again.
- Item frame: 0 when empty, otherwise 1 at placement plus 1 per 45 degrees of rotation for a maximum of 8; the frame must be attached to a full block and the comparator placed behind that block facing away from the frame.
- A container may be read through one comparator-conducting block placed between it and the comparator; every block that conducts power qualifies, and the comparator disregards the power level of that intervening block (Java has one exception at strength 15, see the Java bullets).
- It is a transparent block: it does not conduct power and does not become powered itself.
- A piston cannot push it: it drops as an item when a piston pushes it or moves a block into its space, and when its support block is moved, removed or destroyed.
- The wiki's Breaking section says lava flowing into its space destroys it with no drop, while the page infobox lists lava susceptible: no; the page contradicts itself on this point.
- Right click toggles between compare and subtract mode with a click sound (pitch 0.55 to subtract, 0.5 to compare); it emits no redstone particles when powered and has no on/off sound.
- No quasi-connectivity: that rule belongs only to pistons, dispensers and droppers, and only in Java (and Legacy Console); Bedrock has none at all.
- Crafted from 3 redstone torches, 1 nether quartz and 3 stone.
In Java
- A block of redstone placed directly beside a comparator is also accepted as a side input.
- Comparators do not always respond to 2 game tick (1 redstone tick) fluctuations of power, because the signal can flip back before the comparator checks its inputs; two observer pulses hitting an input at the same time do get through.
- If the block between a comparator and the container it reads is powered to strength 15, the comparator outputs 15 no matter how full the container is (the one exception to the intervening block's power level being ignored).
- A chest or trapped chest that cannot be opened (a conductive block or a sitting cat above it) always outputs 0 no matter how many items it holds; shulker boxes can always be measured even when they cannot open.
- If an item frame occupies the same space as another block the comparator can measure (chest, lectern, brewing stand, detector rail, decorated pot, copper golem statue, cake), the comparator behind the item frame outputs whichever signal is stronger.
- Comparators produce block updates in their immediate neighbors, including above and below, and in the immediate neighbors of the block they are attached to (the block they face).
- Comparators can be updated by containers (including detector rails with container minecarts on them) and certain other blocks up to two blocks away horizontally when their state changes; a comparator update passes through one block in between only when that block is a solid block.
- Water flowing into its space removes it and drops it as an item; it cannot be waterlogged.
- Placed only on top of a block with a solid full-height top surface (top-half slabs and upside-down stairs count).
- Toggle sound: block.comparator.click, volume 0.3, pitch 0.55 when set to subtraction mode and 0.5 when set to comparison mode; place, break and step use the stone sound type.
- Block states: facing (north, south, east, west; the direction from output side to input side), mode (compare, subtract), powered (true when the output is above 0).
In Bedrock
- Can also be placed on walls and fences, besides blocks with a solid full-height top surface.
- Can be waterlogged.
- Extra comparator-conducting blocks that do not conduct power still let a comparator read a container through them: dirt path, farmland, iron chain and copper chain (all variants), piston and sticky piston, copper grate (all variants), chorus plant and chorus flower.
- Side inputs come only from a signal strongly powering the side; the wiki gives the block-of-redstone side rule to Java only.
- Repeaters, comparators, redstone torches and observers read their input side during an output/produce tick; after their configured delay (2 game ticks, 1 redstone tick, for a comparator) they update their output side and produce an input/consume tick.
- Block updates and redstone are not connected in Bedrock; the wiki gives no comparator update range for Bedrock.
- Toggle sound: block.click, volume 0.2, pitch 0.55 when set to subtraction mode and 0.5 when set to comparison mode.
- Block states: minecraft:cardinal_direction (north, south, east, west), output_lit_bit (0 or 1, 1 when the output is above 0), output_subtract_bit (0 or 1, 1 in subtract mode).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Java accepts a block of redstone directly beside the comparator as a side input; Bedrock side inputs only come from a signal strongly powering that side.
- Java comparators can miss 2 game tick (1 redstone tick) flickers of power; the wiki marks this quirk Java only.
- Java outputs 15 when the block between the comparator and the container it reads is powered to 15, whatever the fill level; the wiki marks this Java only.
- Java only: a chest or trapped chest that cannot open (conductive block or sitting cat on top) reads as 0; shulker boxes always read.
- Java only: an item frame sharing its space with another readable block (chest, lectern, brewing stand, detector rail, decorated pot, copper golem statue, cake) gives whichever signal is stronger.
- Bedrock lets a comparator read a container through dirt path, farmland, chains, pistons, copper grates and chorus plants; Java only reads through blocks that conduct power.
- Bedrock allows placement on walls and fences; Java needs a solid full-height top surface under it.
- Bedrock comparators can be waterlogged; in Java water flowing in breaks the comparator.
- Java comparators send block updates to their neighbors and to the neighbors of the block they face, and take container updates up to two blocks away horizontally; in Bedrock block updates and redstone are not connected and the wiki gives no such range.
- Bedrock runs comparators on output/produce and input/consume tick phases; Java uses plain 2 game tick (1 redstone tick) scheduling.
- Toggle sound differs: Java block.comparator.click at volume 0.3, Bedrock block.click at volume 0.2, both pitch 0.55 to subtract and 0.5 to compare.
- Block state names differ: Java facing / mode / powered; Bedrock minecraft:cardinal_direction / output_subtract_bit / output_lit_bit.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIt only passes, compares or subtracts signals and reads containers; it makes no power of its own.output_strength0..15compare: rear if left <= rear and right <= rear else 0; subtract: max(rear - max(left, right), 0); container: floor(1 + (sum of slot fullness / slot count) x 14), partially filled bundle = full stack; crafter: count of disabled or occupied crafting slots (0 to 9); lectern: floor(1 + ((page - 1) / (pages - 1)) x 14), single page book 15; command block: success count, 15 max on dust, 32-bit limit in code.strong_powerthe block in frontThe block it faces is strongly powered, so dust next to that block lights.weak_powernoneOutput leaves only from the front; dust, a repeater, a comparator or a mechanism in front takes the output strength directly.inputrear signal or container, sides compareRear: dust, a strongly or weakly powered block, a repeater, a comparator, a block of redstone, or a readable container/block. Sides: a signal strongly powering the side, plus a block of redstone directly beside it.activation_delay2 game ticks1 redstone tick, 0.1 s, same for rear and side changes.off_delay2 game ticks1 redstone tick; the delay applies to any output change.min_pulse_detected2 game ticks, not reliable1 redstone tick pulses are sometimes missed because the signal can flip back before the comparator checks its inputs; two simultaneous observer pulses are caught.connects_to_dusttrueDust feeds its back and leaves from its front; sides take dust only when the dust strongly powers the side. The comparator page itself does not spell out the dust join rule.transparenttrueDoes not conduct power and is never itself a powered block.conducts_powerfalseTransparent block.movable_by_pistonbreaksDrops as an item when pushed or when a block is pushed into it.statesfacing, mode, poweredfacing north/south/east/west (output side to input side); mode compare/subtract; powered true when output > 0.comparator_readssignal onlyAnother comparator feeds it as a rear signal; it is not a container and has no fill level. Java reading quirks: a chest or trapped chest that cannot open (conductive block or sitting cat above) reads 0, shulker boxes always read; an item frame sharing a space with a chest, lectern, brewing stand, detector rail, decorated pot, copper golem statue or cake gives the stronger of the two signals.quasi_connectivityfalseQuasi-connectivity affects only pistons, dispensers and droppers (Java and Legacy Console only); a comparator output can trigger it in those blocks.update_order2 game tick scheduleBlock updates go to its immediate neighbors, including above and below, and to the immediate neighbors of the block it is attached to (the block it faces); it takes container updates from containers (including detector rails with container minecarts) and certain other blocks up to two blocks away horizontally when their state changes, through one intervening block only when that block is solid.max_rangereads 2 blocks backA container directly behind, or one block further behind a single comparator-conducting block whose power level is ignored; exception: a conducting block powered to 15 makes the output 15 regardless of fill.direction_rulesrear in, front out, sides modifyArrow on top points to the output; side inputs never pass power through, they only change the output. An item frame is read through the full block it hangs on, with the comparator behind that block facing away from the frame.edition_onlyblock of redstone side input, 2 tick miss, powered-15 read, closed chest reads 0, item frame stronger signal, water breaks itJava only: block of redstone beside it counts as a side input; can miss 2 game tick (1 redstone tick) flickers; intervening block at strength 15 forces output 15; a chest that cannot open reads 0; item frame sharing a space with a readable block gives the stronger signal; water flowing in removes it; cannot be waterlogged.placementsolid full-height top surfaceTop-half slabs and upside-down stairs count; breaks if the support block goes away.soundclick on mode toggle, none for on/offblock.comparator.click, volume 0.3, pitch 0.55 when set to subtraction mode and 0.5 when set to comparison mode; place, break and step use the stone sound type; no on/off sound and no redstone particles when powered.interactionright click toggles modeFront torch up and lit means subtract mode; the toggle plays the click sound.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIt only passes, compares or subtracts signals and reads containers; it makes no power of its own.output_strength0..15compare: rear if left <= rear and right <= rear else 0; subtract: max(rear - max(left, right), 0); container: floor(1 + (sum of slot fullness / slot count) x 14), partially filled bundle = full stack; crafter: count of disabled or occupied crafting slots (0 to 9); lectern: floor(1 + ((page - 1) / (pages - 1)) x 14), single page book 15; command block: success count, 15 max on dust, 32-bit limit in code.strong_powerthe block in frontThe block it faces is strongly powered, so dust next to that block lights.weak_powernoneOutput leaves only from the front; dust, a repeater, a comparator or a mechanism in front takes the output strength directly.inputrear signal or container, sides compareRear: dust, a strongly or weakly powered block, a repeater, a comparator, a block of redstone, or a readable container/block. Sides: only a signal strongly powering the side; the wiki gives the block-of-redstone side rule to Java only.activation_delay2 game ticks1 redstone tick, 0.1 s, same for rear and side changes; the input side is read during an output/produce tick and, after the configured delay, the output side is updated and an input/consume tick is produced.off_delay2 game ticks1 redstone tick; the delay applies to any output change.min_pulse_detected2 game ticksThe wiki gives the missed-flicker quirk to Java only and says nothing more for Bedrock.connects_to_dusttrueDust feeds its back and leaves from its front; sides take dust only when the dust strongly powers the side. The comparator page itself does not spell out the dust join rule.transparenttrueDoes not conduct power and is never itself a powered block.conducts_powerfalseTransparent block.movable_by_pistonbreaksDrops as an item when pushed or when a block is pushed into it.statesminecraft:cardinal_direction, output_subtract_bit, output_lit_bitcardinal_direction north/south/east/west; output_subtract_bit 1 in subtract mode; output_lit_bit 1 when output > 0.comparator_readssignal onlyAnother comparator feeds it as a rear signal; it is not a container and has no fill level. The closed-chest and item-frame-overlap quirks are marked Java only on the wiki.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock at all.update_orderoutput/produce and input/consume tick phasesBlock updates and redstone are not connected in Bedrock; the comparator reads its input side on an output/produce tick and after its delay updates its output side and produces an input/consume tick; the wiki gives no comparator update range for Bedrock.max_rangereads 2 blocks backA container directly behind, or one block further behind a single comparator-conducting block whose power level is ignored; the Java rule about a conducting block powered to 15 is not given for Bedrock.direction_rulesrear in, front out, sides modifyArrow on top points to the output; side inputs never pass power through, they only change the output. An item frame is read through the full block it hangs on, with the comparator behind that block facing away from the frame.edition_onlywalls and fences, waterloggable, extra read-through blocksBedrock only: placement on walls and fences; can be waterlogged; reads containers through dirt path, farmland, iron and copper chains, piston and sticky piston, copper grates, chorus plant and chorus flower.placementsolid full-height top surface, walls, fencesTop-half slabs and upside-down stairs count; breaks if the support block goes away.soundclick on mode toggle, none for on/offblock.click, volume 0.2, pitch 0.55 when set to subtraction mode and 0.5 when set to comparison mode; no on/off sound and no redstone particles when powered.interactionright click toggles modeFront torch up and lit means subtract mode; the toggle plays the click sound.Sources: minecraft.wiki, Redstone Comparator, Redstone mechanics, Quasi-connectivity, Tutorial:Quasi-connectivity, Tutorial:Comparator update detector
Observer
minecraft:observerAn observer is a block with a face on one side and a red dot on the other. When the block, water, lava or air right in front of its face changes in any way, it sends out a very short burst of power from the red dot side. It is like a motion sensor for blocks: point it at a sugar cane or a piston and it fires every time that thing changes. Point two observers at each other and you get a super fast clock.
JavaIn Java the observer only notices changes to the shape or state of the block it looks at, such as a crop growing, a door opening or a block being placed or broken. Opening a chest in front of it does nothing, and if a piston moves it while it is already firing, it stops instead of pulsing.
BedrockIn Bedrock the observer reacts to any block update in front of it, so it also notices things like an item going in or out of a chest, barrel or shulker box, or a sign being edited. When a piston moves it, it fires right away.
TipThe face with the eyes always points away from you when you place it, so stand where you want the output and look at the thing you want watched.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Emits a pulse of strong power at signal strength 15 from its output side (the red dot) whenever its face detects a change in the block, fluid or air directly in front of it.
- Pulse length: 2 game ticks (1 redstone tick).
- Delay from detection to output: 2 game ticks (1 redstone tick); each observer in a chain adds 2 game ticks (1 redstone tick), so a loop of 3 or more observers has a period of N redstone ticks, where N is the number of observers.
- The pulse can power redstone dust, a comparator, a repeater or any mechanism component at the output side; the block at the output side is strongly powered.
- Only the output side gives power; the other five sides give nothing.
- Two observers facing each other form a clock. Placed by hand, they settle into a 6 game tick (3 redstone tick) clock: on pulse 2 game ticks (1 redstone tick), off pulse 4 game ticks (2 redstone ticks). If a piston pushes one observer into place instead of placing it by hand, they settle into a 4 game tick (2 redstone tick) clock. Same layout, different starting state; no edition difference is stated.
- It is a full solid block that blocks light and allows mob spawning on top, but it cannot conduct redstone power (it is non-conductive).
- It does not cut off redstone wire.
- It can be moved by pistons and emits a pulse after being moved, which is what flying machines use.
- A comparator cannot read it: the Redstone Comparator page's list of readable blocks does not include the observer.
- It is not affected by quasi-connectivity (that property belongs to pistons, dispensers and droppers).
- Placed facing the same direction the player faces, in all 6 directions (down, east, north, south, up, west); the observing face points away from the player and the red dot toward them.
- Neither edition detects a chest, trapped chest or ender chest being opened, the inventory of any container other than a chest, trapped chest, barrel or shulker box changing, a monster spawner activating, bees entering a hive, a lodestone being used or a command block producing a success signal.
- Both editions detect the basics: blocks or fluids placed or broken, crops growing, pistons extending and retracting, doors and trapdoors opening, levers, buttons, pressure plates, lamps and torches switching, hoppers, dispensers and droppers activating, and fluid flowing.
In Java
- Detects shape updates coming from the block it faces: block state changes (crops growing, doors opening) and blocks being placed or broken.
- When a piston moves an inactive observer it outputs a pulse after its usual delay of 2 game ticks (1 redstone tick).
- When a piston moves an observer that is currently emitting, the pulse is cut off instead.
- A chest directly below an observer can still be opened.
- Redstone wire placed on top of an observer does not transmit its signal downward through it.
- Placing an observer by hand does not produce a pulse.
- Detects in Java but not in Bedrock: shulker box opening and closing, note block tuning and instrument changes, a jukebox disc going in or out, a repeater locking or unlocking, a sculk shrieker starting to shriek, leaves distance changes, cactus, sugar cane, bamboo, vine, dripstone and chorus flower growth, mushroom spreading, kelp and vine plant state changes, cave vine berries, end portal creation, nether portal destruction, a bell losing power, respawn anchor use, a rabbit eating a carrot crop, and player, zombie, creeper or skeleton heads being powered.
- A block replaced by /setblock, /fill or /clone is only partially detected: the wiki footnote says it is detected without the strict argument and not detected with the strict argument (Bedrock detects it fully).
In Bedrock
- Acts as a block update detector: anything that causes a block update in front of it triggers a pulse.
- Aligned to redstone ticks: it detects block updates only on odd game ticks, called P-ticks (produce ticks), and writes its output on the following C-tick (consume tick). Note: the wiki's Tick page defines P-tick as the tick where components output and C-tick as the tick where they read, but its component line and the Observer page both say observers read on a P-tick and write on the following C-tick; the wiki is internally inconsistent here.
- An observer moved by a piston always outputs immediately.
- Since 1.16.0 an observer does not emit a pulse when it is first placed.
- Detects in Bedrock but not in Java: an item being moved in or out of a chest, trapped chest, barrel or shulker box (the inventory of any other container changing is not detected in either edition), sign text edits, dye, glow ink or wax on a sign, item frame item added, rotated or removed, a bell being rung, beacon activation, a campfire cooking or popping food, nether portal creation and end gateway teleportation.
- A block replaced by /setblock, /fill or /clone is fully detected.
- Bedrock ID numeric 251; block states are minecraft:facing_direction and powered_bit.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Java detects shape updates from the faced block; Bedrock detects any block update, so the list of what each one notices differs (see the per-edition bullets).
- Piston moves an observer: Java pulses after its usual 2 game tick (1 redstone tick) delay, and a moving observer that is already on turns off; Bedrock outputs immediately.
- Bedrock timing is aligned to redstone ticks: it only detects on odd game ticks (P-ticks); Java has no such alignment rule on the wiki.
- Shulker boxes, note block tuning, jukebox discs and repeater locking are seen in Java only; items moving in or out of a chest, trapped chest, barrel or shulker box, sign edits, item frames, bells ringing and beacon activation are seen in Bedrock only.
- A block replaced by /setblock, /fill or /clone: Bedrock detects it fully; Java only detects it without the strict argument.
- Java: a chest under an observer can be opened, and wire on top does not send power downward; Bedrock has no such note.
- Block states: Java uses facing (default south) and powered; Bedrock uses minecraft:facing_direction (default down) and powered_bit.
- Sound: stone sounds in Java, metal sounds in Bedrock.
- Moved observer edge detectors: the wiki's Pulse page lists a circuit delay of 2 ticks in Java and 4 ticks in Bedrock.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueEmits its own pulse; it is not powered by anything else.output_strength15Strong power at signal strength 15, output side only (the red dot).strong_powerthe block at its output sideThe pulse can power dust, a comparator, a repeater or any mechanism component at the output side.weak_powernoneThe five other faces give no power.inputshape update from the block it facesBlock state changes (crops growing, doors opening) and blocks, fluids or air placed or broken directly in front of the face. A block replaced by /setblock, /fill or /clone is detected without the strict argument and not with it.activation_delay2 game ticks1 redstone tick. The Observer page calls it the usual delay; the Clock page says each observer in a chain adds 2 game ticks (1 redstone tick), so a loop of 3 or more has a period of N redstone ticks.pulse_length2 game ticks1 redstone tick, then it turns off by itself.off_delay0 game ticksThe pulse simply ends after 2 game ticks (1 redstone tick).min_pulse_detectedany changeAny shape update counts; there is no minimum pulse length stated on the wiki.connects_to_dustoutput sideThe wiki says observers do not cut off redstone wire and that wire on top of an observer does not transmit downward through it; whether dust visually points at an observer is not stated on the Observer page.transparentfalseFull solid block: blocks light and allows mob spawning on top.conducts_powerfalseNon-conductive despite being opaque: it cannot be powered and passes no power through.movable_by_pistonyesEmits a pulse after its usual delay when moved while inactive; a moving observer that is currently emitting turns off instead.stickyfalseNothing sticks to it.statesfacing, poweredfacing: south default, down/east/north/south/up/west (the direction observed). powered: false default, true while emitting.comparator_readsnoneThe Redstone Comparator page's list of blocks a comparator can read does not include the observer; the Observer page itself says nothing about comparators reading it.quasi_connectivityfalseQuasi-connectivity is a property of pistons, dispensers and droppers only.update_orderscheduled tickOn a shape update it requests a scheduled tick for pulsing, then sends neighbor updates when it turns on and off.max_range1 blockOnly the block directly in front of the face is watched.direction_rulesface in, output out, same axisPlaced facing the direction the player faces; the face points away from the player, the red dot toward them. All 6 directions allowed.edition_onlychest below opens; wire on top not downward; moving cancels pulse; strict command argumentAlso Java-only detections: shulker boxes, note block tuning, jukebox discs, repeater locking, sculk shrieker start, cactus and sugar cane growth, end portal creation.placementany of 6 directionsPlaced facing away from the player. The Observer page says nothing about needing a supporting block. Placing by hand does not produce a pulse (since 1.13 pre4). Needs a pickaxe to drop itself.soundstoneStone sound type in Java.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcetrueEmits its own pulse; it is not powered by anything else.output_strength15Strong power at signal strength 15, output side only (the red dot).strong_powerthe block at its output sideThe pulse can power dust, a comparator, a repeater or any mechanism component at the output side.weak_powernoneThe five other faces give no power.inputany block update in front of the faceActs as a block update detector: anything that causes a block update in the block it faces, including an item moved in or out of a chest, trapped chest, barrel or shulker box (not other containers), sign edits, item frame changes and blocks replaced by /setblock, /fill or /clone.activation_delay2 game ticks1 redstone tick, aligned to redstone ticks: it reads only on odd game ticks (P-ticks) and writes on the following C-tick. The Observer page gives no separate Bedrock number; the Clock page lists no edition difference.pulse_length2 game ticks1 redstone tick, then it turns off by itself.off_delay0 game ticksThe pulse simply ends after 2 game ticks (1 redstone tick).min_pulse_detectedany change on a P-tickUpdates landing on even game ticks are seen on the next odd game tick; no minimum pulse length stated on the wiki.connects_to_dustoutput sideThe wiki says observers do not cut off redstone wire; whether dust visually points at an observer is not stated on the Observer page.transparentfalseFull solid block: blocks light and allows mob spawning on top.conducts_powerfalseNon-conductive despite being opaque: it cannot be powered and passes no power through.movable_by_pistonyesAn observer moved by a piston always outputs immediately; since 1.16.100 it no longer gets stuck active after moving.stickyfalseNothing sticks to it.statesminecraft:facing_direction, powered_bitminecraft:facing_direction: down default, down/east/north/south/up/west. powered_bit: false (0) default, true (1) while emitting. Numeric ID 251.comparator_readsnoneThe Redstone Comparator page's list of blocks a comparator can read does not include the observer; the Observer page itself says nothing about comparators reading it.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock at all.update_orderP-tick read, C-tick writeObserver page: detects block updates only on odd game ticks (P-ticks). Tick page component line: reads input during a P-tick and writes output on the following C-tick. The Tick page's own definitions say the opposite (P-tick: components output; C-tick: components read), so the wiki conflicts with itself; the entry follows the Observer page.max_range1 blockOnly the block directly in front of the face is watched.direction_rulesface in, output out, same axisPlaced facing the direction the player faces; the face points away from the player, the red dot toward them. All 6 directions allowed.edition_onlyblock update detector; P-tick alignment; immediate output when movedAlso Bedrock-only detections: items moved in or out of a chest, trapped chest, barrel or shulker box, sign edits, item frames, bell ringing, beacon activation, campfire cooking, nether portal creation, end gateway teleport, full detection of /setblock, /fill and /clone.placementany of 6 directionsPlaced facing away from the player. The Observer page says nothing about needing a supporting block. No pulse when first placed (since 1.16.0). Needs a pickaxe to drop itself.soundmetalMetal sound type in Bedrock.Sources: minecraft.wiki, Observer, Redstone mechanics, Tick, Redstone circuits/Clock, Redstone circuits/Pulse, Block update, Quasi-connectivity, Redstone Comparator
Outputs 2
Blocks that light up or make sound.
Redstone Lamp
minecraft:redstone_lampA redstone lamp is a light you can switch on and off. Give it power and it glows as bright as glowstone; take the power away and it goes dark again. It is the block for a house light on a lever, a hallway that lights up when you step on pressure plates, or a scoreboard made of blinking lights.
JavaIt lights up the instant power reaches it and goes dark about a fifth of a second after the power stops, so even a quick pulse from a button shows as a visible blink.
BedrockIt also lights up instantly, but it lingers a little longer, about a third of a second, before going dark. The lit lamp is its own separate block behind the scenes, and lamps show up see-through on maps.
TipA lamp counts as a solid block, so a repeater pointed into one lamp turns that lamp into a powered block, and a powered block switches on every lamp touching it. Those neighbors are only switched on, not powered, so they do not pass it on any further.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Mechanism component with no output: it never powers dust or other blocks on its own, it only lights.
- Lit lamp gives block light level 15; unlit it gives none.
- Turns on instantly: the wiki says it activates instantly and gives no turn-on delay figure for either edition.
- Activated by an adjacent active power component on any side, including above or below (torch, block of redstone, daylight detector, and so on), except a redstone torch attached to the lamp itself does not light it.
- Activated by any adjacent powered block, including above or below, and a weakly powered block counts (for example an opaque block with an active redstone torch under it).
- Activated by a powered repeater or comparator facing into it.
- Activated by adjacent powered dust that points at it, sits on top of it, or is a directionless dot; dust pointing away from it does nothing.
- It acts like an opaque block: it blocks sky light, mobs suffocate in it, and it conducts redstone power, so a repeater into a lamp makes that lamp a strongly powered block that activates the mechanisms touching it.
- A lamp that is only activated (lit by a neighbor) is not itself a powered block: the wiki says these blocks do not need to be powered in order to be activated, so a lit lamp passes nothing on unless something is actually powering it.
- Any signal strength from 1 to 15 lights it; the wiki says the lamp produces the same amount of light no matter the strength of the signal.
- Hardness 0.3, blast resistance 0.3, mined with any tool or by hand, drops itself.
- Not listed among the blocks pistons cannot move, so pistons push and pull it like an ordinary block.
- Mobs that ignore light level can still spawn on top of a lit lamp.
In Java
- Off delay: 4 game ticks (2 redstone ticks), 0.2 seconds after the power stops.
- One block with a blockstate property: lit, default false, values false or true.
- Uses the glass sound set: block.glass.break, block.glass.place, block.glass.hit, block.glass.step (also for jumping) and block.glass.fall.
- The 4 game tick (2 redstone tick) off delay dates from Java 1.2.4; the lamp itself arrived in 1.2.1 (snapshot 12w07a).
In Bedrock
- Off delay: 6 game ticks (3 redstone ticks), 0.3 seconds after the power stops.
- Lit and unlit are two separate blocks, not a blockstate: minecraft:redstone_lamp (numeric id 123) and minecraft:lit_redstone_lamp (numeric id 124).
- The lit lamp exists as an item (item id 124) since Pocket Edition Alpha 0.13.0; the wiki does not state whether /give works on it or what a lit lamp drops in Bedrock.
- Mixed sounds: breaking plays random.glass, but placing is dig.stone, hitting hit.stone, walking step.stone, falling fall.stone, jumping jump.stone and landing land.stone.
- Redstone lamps are transparent on maps.
- Two-phase tick: the lamp reads its input during the Input/consume tick (even game ticks) and changes block there; the block updates that causes are processed in the next Output/produce tick (odd game ticks). The wiki notes that in Bedrock block updates and redstone are not connected.
- Added in Pocket Edition Alpha 0.13.0; lit texture updated in Bedrock 1.10.0 (beta 1.10.0.3).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Off delay is 4 game ticks (2 redstone ticks) in Java but 6 game ticks (3 redstone ticks) in Bedrock, so a Bedrock lamp stays lit 0.1 seconds longer after the power stops.
- Java stores the lit state as the blockstate property lit on one block; Bedrock uses two separate blocks, redstone_lamp (123) and lit_redstone_lamp (124).
- Sounds differ: Java uses the glass set for break, place, hit, step and fall; Bedrock only uses glass (random.glass) for breaking and stone sounds for placing, hitting, walking, falling, jumping and landing.
- Bedrock renders redstone lamps as transparent on maps; the wiki lists no such quirk for Java.
- Bedrock runs redstone on a two-phase tick: the lamp reacts on the Input/consume tick (even game ticks) to signals produced on the Output/produce tick (odd game ticks), and block updates and redstone are not connected. Java has no such phase split.
- Clocks and blinkers look different: a very fast Java clock can show distinct blinks that a Bedrock lamp smears together because of the longer off delay.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseMechanism component only; it never emits power.output_strength0No redstone output. It only emits light.strong_powernoneThe lamp does not power anything by itself.weak_powernoneThe lamp does not power anything by itself. When another source powers the lamp block, the lamp acts as an ordinary opaque powered block (see conducts_power). A lamp that is only activated by a neighbor is not a powered block.inputany adjacent powerAdjacent active power component on any of the 6 sides (except a redstone torch attached to the lamp itself); adjacent powered block on any side (weakly powered counts); a powered repeater or comparator facing into it; adjacent powered dust pointing at it, on top of it, or directionless. Dust pointing away does not activate it.activation_delay00 game ticks (0 redstone ticks): the wiki says it activates instantly.off_delay44 game ticks (2 redstone ticks), 0.2 seconds, after the power stops.min_pulse_detectedanyTurn-on is instant, so any pulse lights it and it stays lit for the off delay after the pulse ends. The wiki does not state a minimum pulse length.light_level15Block light level 15 while lit, 0 while unlit. Same light for any signal strength.connects_to_dustfalseDust does not turn toward a lamp on its own; the wiki says the dust must point at the lamp, sit on top of it, or be a directionless dot.transparentfalseActs like an opaque block: blocks sky light, mobs suffocate in it, conducts redstone power.conducts_powertrueConducts redstone power like a solid block: a repeater or torch powering the lamp makes it a powered block that activates adjacent mechanisms (and, if strongly powered, powers adjacent dust). The lamp lights in that case.movable_by_pistonyesNot listed among the blocks pistons cannot move on the Piston page; pushed and pulled like an ordinary block.stickyfalseOrdinary block, no stickiness.stateslitlit: default false, allowed false or true. One block id in Java.comparator_readsnoneThe wiki lists no comparator reading for a lamp.quasi_connectivityfalseThe lamp only reacts to power on its own 6 sides; the wiki does not list it among quasi-connected components.update_ordern/aTurn-on is instant on the update; turn-off is scheduled 4 game ticks (2 redstone ticks) later. The wiki gives no further ordering rule for Java.max_rangen/aNot a transmitter.direction_rulesnoneNo facing; accepts power from all 6 sides.edition_onlylit blockstateJava keeps lit and unlit as one block with a lit property; Bedrock uses two blocks.placementanywhereFull block, needs no support; the wiki lists no placement restriction.soundglassGlass sound set: block.glass.break, block.glass.place, block.glass.hit, block.glass.step (walking and jumping), block.glass.fall. No sound on switching.interactionnoneThe wiki describes no right click use.mob_spawningopaque topMobs that ignore light level can spawn on top of a lit lamp.map_renderingnormalThe wiki lists no map quirk for Java; the transparent-on-maps note is Bedrock only.hardness0.3Blast resistance 0.3, any tool, drops itself.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseMechanism component only; it never emits power.output_strength0No redstone output. It only emits light.strong_powernoneThe lamp does not power anything by itself.weak_powernoneThe lamp does not power anything by itself. When another source powers the lamp block, the lamp acts as an ordinary opaque powered block (see conducts_power). A lamp that is only activated by a neighbor is not a powered block.inputany adjacent powerAdjacent active power component on any of the 6 sides (except a redstone torch attached to the lamp itself); adjacent powered block on any side (weakly powered counts); a powered repeater or comparator facing into it; adjacent powered dust pointing at it, on top of it, or directionless. Dust pointing away does not activate it.activation_delayinstantThe Redstone Lamp page says it activates instantly. The Bedrock mechanics page says powerable blocks such as lamps react during the Input/consume tick (even game ticks), so a signal produced on an Output/produce tick (odd game ticks) is read on the following consume tick. The wiki gives no exact game-tick count for Bedrock.off_delay66 game ticks (3 redstone ticks), 0.3 seconds, after the power stops. Longer than Java's 4 game ticks (2 redstone ticks).min_pulse_detectedanyTurn-on is instant, so any pulse lights it and it stays lit for the off delay after the pulse ends. The wiki does not state a minimum pulse length.light_level15Block light level 15 while lit, 0 while unlit. Same light for any signal strength.connects_to_dustfalseDust does not turn toward a lamp on its own; the wiki says the dust must point at the lamp, sit on top of it, or be a directionless dot.transparentfalseActs like an opaque block: blocks sky light, mobs suffocate in it, conducts redstone power. (On maps only, Bedrock draws it as transparent.)conducts_powertrueConducts redstone power like a solid block: a repeater or torch powering the lamp makes it a powered block that activates adjacent mechanisms (and, if strongly powered, powers adjacent dust). The lamp lights in that case.movable_by_pistonyesNot listed among the blocks pistons cannot move on the Piston page; pushed and pulled like an ordinary block.stickyfalseOrdinary block, no stickiness.statestwo blocksNo lit property. Unlit is minecraft:redstone_lamp (numeric id 123); lit is minecraft:lit_redstone_lamp (numeric id 124). The game swaps the block when it switches.comparator_readsnoneThe wiki lists no comparator reading for a lamp.quasi_connectivityfalseBedrock has no quasi-connectivity; the lamp only reacts to power on its own 6 sides.update_orderconsume tickTwo-phase tick. Output/produce tick (P-tick) on odd game ticks: components send their signal. Input/consume tick (C-tick) on even game ticks: the lamp reads its input and changes block state; the block updates that creates are processed in the subsequent produce tick. Turn-off is scheduled 6 game ticks (3 redstone ticks) later. In Bedrock, block updates and redstone are not connected.max_rangen/aNot a transmitter.direction_rulesnoneNo facing; accepts power from all 6 sides.edition_onlylit_redstone_lamp blockThe lit lamp is its own block and item, minecraft:lit_redstone_lamp (block id 124, item id 124), present as an item since Pocket Edition Alpha 0.13.0. The wiki does not state whether /give works on it or what a lit lamp drops in Bedrock.placementanywhereFull block, needs no support; the wiki lists no placement restriction.soundglass break, stone place/steprandom.glass for breaking; dig.stone for placing; hit.stone while hitting; step.stone walking; fall.stone falling; jump.stone jumping; land.stone landing. No sound on switching.interactionnoneThe wiki describes no right click use.mob_spawningopaque topMobs that ignore light level can spawn on top of a lit lamp.map_renderingtransparentThe wiki's Trivia states that in Bedrock redstone lamps are transparent on maps.hardness0.3Blast resistance 0.3, any tool, drops itself.Sources: minecraft.wiki, Redstone Lamp, Redstone Lamp, Redstone Lamp, Redstone mechanics, Redstone mechanics, Technical blocks/Lit Redstone Lamp, Bedrock Edition data values, Piston
Note Block
minecraft:note_blockA note block plays one musical note when it gets power, when you hit it, or when you right click it. Right clicking also raises the pitch one step, and the block underneath picks the instrument (wood for bass, stone for bass drum, gold for bells and so on). Keep the space above it empty or the note stays silent. Wire a row of them to repeaters and you have a tune that plays at the push of a button.
JavaEvery note played or pitch change counts as a block change, so an observer next to a note block sees it fire. Handy for chaining note blocks into other contraptions.
BedrockPlaying a note or changing its pitch does not send a block update, so an observer next to it will not notice. Everything else feels the same.
TipA note block sitting on another note block plays bass, because a note block counts as a wood block. Put a mob head on top and it plays that mob's sound instead of a note.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Plays a sound and spawns a note particle when it receives a redstone signal, when a Survival player attacks it, or when a player uses it (right click).
- Activation is immediate: 0 game ticks (0 redstone ticks) of delay between being powered and the sound.
- It follows normal mechanism rules: any adjacent power component, powered block, dust pointing into it or on top of it, or a repeater or comparator facing into it activates it.
- It is a conductive (opaque) block: when it is powered directly it activates the mechanism components next to it, including other note blocks.
- The space directly above must be air or a mob head, or the block stays silent; using a silenced note block still changes its pitch.
- 25 pitches per instrument (note 0 to 24). Each use raises the pitch one semitone; the 25th use resets it to the lowest pitch, and breaking the block also resets it.
- Default (harp/piano) range is F#3 to F#5, two full octaves (24 semitones).
- The instrument is chosen by the block directly underneath: wood = bass, sand/gravel = snare, glass = hat, stone = bass drum, gold block = bell, clay = flute, packed ice = chime, wool = guitar, bone block = xylophone, iron block = iron xylophone, soul sand = cow bell, pumpkin = didgeridoo, emerald block = bit, hay bale = banjo, glowstone = pling, copper block variants = trumpet family, anything else (including air) = harp.
- Copper trumpets: block of copper = trumpet (F#3 to F#5), exposed copper = exposed trumpet (F#3 to F#5), weathered copper = weathered trumpet (F#2 to F#4), oxidized copper = oxidized trumpet (F#2 to F#4).
- A mob head on top (skeleton, wither skeleton, zombie, creeper, piglin, dragon) makes it play that mob's ambient sound; pitch is ignored for heads. A player head uses the note_block_sound string tag and is silent by default.
- A note block directly on top of another note block plays bass, because a note block is a wooden-type block.
- The sound carries up to 48 blocks and is controlled by the Jukebox/Note Blocks volume slider.
- A sculk sensor hears a note block play as vibration frequency 6 (the Sculk Sensor page); the Note Block page says a calibrated sculk sensor tuned to strength 10 detects it, which conflicts, so test before relying on either number.
- Allays are attracted to a playing note block and drop held items next to it for a short while.
- No comparator output: the wiki lists nothing a comparator reads from a note block.
- Movable by pistons in both editions.
In Java
- Playing a note or changing the pitch is treated as a block state change: the sound plays immediately and a block update goes out that observers and BUD circuits detect.
- Block states: instrument (harp, banjo, basedrum, bass, bell, bit, chime, cow_bell, creeper, custom_head, didgeridoo, dragon, flute, guitar, hat, iron_xylophone, piglin, pling, skeleton, snare, trumpet, trumpet_exposed, trumpet_oxidized, trumpet_weathered, wither_skeleton, xylophone, zombie; default harp), note (0 to 24, default 0), powered (false/true, default false).
- The powered state is a real block state (since 1.9), so it can be set with commands independently of any redstone signal.
- Not a block entity since 1.13; note blocks have 1350 block state combinations, the most of any block.
- Pushable by pistons since 1.13 (17w47a).
- Trumpet instruments were added in 26.1.
In Bedrock
- Known bug: playing a note or changing its pitch does not trigger a block update, so observers and BUDs cannot detect it.
- Block id is noteblock. The pitch is stored in a block entity as a byte tag named note, not in a block state.
- Soul soil under a note block gives the harp sound (changed in 1.20.10; it was snare before).
- Movable by pistons since v0.15.0.
- A note block played near an allay becomes its favorite note block for 30 seconds.
- Trumpet instruments were added in 26.10.
- Custom (add-on) blocks pick their note block instrument with the minecraft:instrument_sound block component.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Java: playing or re-pitching a note block is a block state change and sends a block update that observers see. Bedrock: a known bug means no block update is sent, so observers do not fire.
- Java stores instrument, note and powered as block states on id note_block. Bedrock uses id noteblock with the pitch in a block entity byte tag note.
- Bedrock: soul soil underneath gives harp since 1.20.10 (was snare). The Java instrument table fetched did not list soul soil separately, so confirm its Java instrument in game before relying on it.
- Bedrock adds the allay favorite note block rule (30 seconds); the Java page only says allays are attracted for a short while.
- Trumpets arrived in Java 26.1 and Bedrock 26.10; both current releases have them.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA mechanism component; it outputs no power of its own.output_strength0Only conducts power like any opaque block when something powers it.strong_powernoneNot a source. When strongly powered by a source it passes power like a normal solid block.weak_powernoneWhen it is itself powered (strongly or weakly) it activates adjacent mechanism components, including other note blocks.inputredstone signal, attack, usePlays when it receives a redstone signal (any adjacent source, powered block, dust into or on it, repeater/comparator facing it), when a Survival player attacks it, or when a player uses it. The wiki does not spell out that a held signal plays only once; treat activation as the moment it becomes powered.activation_delay00 game ticks (0 redstone ticks): the wiki says the sound plays immediately.off_delay0Nothing to turn off; the sound is one shot.pulse_lengthn/aIt has no output pulse; it only makes a sound and a block update.connects_to_dustfalseDust does not point into it visually; dust on top of or pointing into it still activates it.transparentfalseOpaque, conductive block.conducts_powertruePowering it directly activates mechanisms next to it, including other note blocks.movable_by_pistonyesPushable since 1.13 (17w47a).stickyfalseOrdinary block for pistons.statesinstrument, note (0-24), poweredinstrument default harp; 27 instruments listed on the wiki including custom_head, the six mob heads and four trumpets; note default 0; powered default false. 1350 combinations in total.comparator_readsnoneThe wiki lists no comparator reading for a note block.quasi_connectivityfalseOnly pistons, dispensers and droppers use quasi-connectivity; a note block does not.update_orderblock state change on playPlaying a note or changing the pitch is a block state change that emits a block update detectable by observers and BUDs.max_range48Sound audible up to 48 blocks away; controlled by the Jukebox/Note Blocks slider.direction_rulesblock below picks instrument, block above must be air or headWood = bass, stone = bass drum, sand/gravel = snare, glass = hat, gold = bell, clay = flute, packed ice = chime, wool = guitar, bone = xylophone, iron = iron xylophone, soul sand = cow bell, pumpkin = didgeridoo, emerald = bit, hay = banjo, glowstone = pling, copper variants = trumpets, anything else = harp. A note block on a note block plays bass.pitch0-24Each use raises one semitone; the 25th use resets to 0, breaking resets too. Harp range F#3 to F#5.headsmob head above plays mob soundSkeleton, wither skeleton, zombie, creeper, piglin, dragon heads play that mob's ambient sound, pitch ignored. Player head uses the note_block_sound string tag, silent by default.sculk_frequency6Sculk Sensor page: Note Block Play is frequency 6. The Note Block page says calibrated strength 10, which conflicts; verify in game.edition_onlyblock update on play; powered block stateSince 1.9 the powered state is a block state that commands can set independently of a redstone signal.placementanywhereNo support block needed; only the block under it (instrument) and above it (silence) matter.soundone note per activationWood block sounds for placing and breaking; note sound per instrument. Allays are attracted by it.interactionuse raises pitch, attack playsRight click raises the pitch one semitone and plays; a Survival attack plays the note.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA mechanism component; it outputs no power of its own.output_strength0Only conducts power like any opaque block when something powers it.strong_powernoneNot a source. When strongly powered by a source it passes power like a normal solid block.weak_powernoneWhen it is itself powered (strongly or weakly) it activates adjacent mechanism components, including other note blocks.inputredstone signal, attack, usePlays when it receives a redstone signal (any adjacent source, powered block, dust into or on it, repeater/comparator facing it), when a Survival player attacks it, or when a player uses it. The wiki does not spell out that a held signal plays only once; treat activation as the moment it becomes powered.activation_delay00 game ticks (0 redstone ticks); the wiki gives no separate Bedrock delay, the sound plays on activation.off_delay0Nothing to turn off; the sound is one shot.pulse_lengthn/aIt has no output pulse and, in Bedrock, no block update either.connects_to_dustfalseDust does not point into it visually; dust on top of or pointing into it still activates it.transparentfalseOpaque, conductive block.conducts_powertruePowering it directly activates mechanisms next to it, including other note blocks.movable_by_pistonyesMovable by pistons since v0.15.0.stickyfalseOrdinary block for pistons.statesnone; block entity byte noteBlock id noteblock. The pitch lives in a block entity as a byte tag named note (0 to 24). No instrument or powered block state.comparator_readsnoneThe wiki lists no comparator reading for a note block.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderno block update on playKnown bug: playing a note or changing the pitch does not trigger a block update, so observers and BUDs cannot detect it.max_range48Sound audible up to 48 blocks away; controlled by the Jukebox/Note Blocks slider.direction_rulesblock below picks instrument, block above must be air or headSame instrument table as Java, except soul soil underneath gives harp (changed in 1.20.10, was snare). A note block on a note block plays bass.pitch0-24Each use raises one semitone; the 25th use resets to 0, breaking resets too. Harp range F#3 to F#5.headsmob head above plays mob soundHeads on note blocks play the mob sound since 1.19.60; pitch ignored. Player head uses the note_block_sound tag, silent by default.sculk_frequency6Sculk Sensor page: Note Block Play is frequency 6. The Note Block page says calibrated strength 10, which conflicts; verify in game.edition_onlyno block update bug; allay favorite 30 s; instrument_sound componentA note block played near an allay becomes its favorite for 30 seconds. Add-on custom blocks choose their instrument with the minecraft:instrument_sound block component.placementanywhereNo support block needed; only the block under it (instrument) and above it (silence) matter.soundone note per activationWood block sounds for placing and breaking; note sound per instrument. Trumpets since 26.10.interactionuse raises pitch, attack playsRight click raises the pitch one semitone and plays; a Survival attack plays the note.Sources: minecraft.wiki, Note Block, Redstone mechanics, Redstone components, Piston, Sculk Sensor, Calibrated Sculk Sensor, Bedrock Edition level format/Block entity format
Mechanisms 6
Blocks that move or push things.
Piston
minecraft:piston, minecraft:piston_head, minecraft:moving_pistonA piston is a block with an arm that pushes out when it gets power and pulls back in when the power stops. It shoves the block in front of it one space forward, and it can push a line of up to 12 blocks at once. A plain piston only pushes, it never pulls anything back. Use it for a hidden door: two pistons push a wall of blocks out of the way when you flip a lever.
JavaIn Java the piston also reacts to power sitting in the empty space right above it, a quirk called quasi-connectivity, so a piston can look unpowered and still be waiting for a nudge (any nearby block change) before it moves. It reacts almost instantly, within 1 game tick of being powered.
BedrockIn Bedrock there is no quasi-connectivity: only power touching the piston itself counts. It always waits a fixed 2 game ticks before it starts moving, and redstone dust next to a piston bends toward it automatically.
TipPistons can be powered from any side except the face the arm comes out of, and they always face toward you when you place them, so stand where you want the arm to point at you.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Powered from any side except the head side; the block it is placed against does not matter.
- Pushes up to 12 blocks in a straight line; with 13 or more, or any immovable block in the line, it does not extend at all.
- Extension takes 2 game ticks (1 redstone tick) to finish; retraction also takes 2 game ticks (1 redstone tick).
- A plain piston never pulls: when it loses power the head retracts and the pushed block stays where it was pushed.
- Cannot move: barrier, bedrock, obsidian, crying obsidian, reinforced deepslate, command blocks, structure and jigsaw blocks, light blocks, end portal and end portal frame, end gateway, nether portal, beacon, ender chest, enchanting table, grindstone, jukebox, lodestone, monster spawner, trial spawner, vault, respawn anchor, sculk sensor, calibrated sculk sensor, sculk catalyst, sculk shrieker, creaking heart, potent sulfur, extended pistons, piston heads and moving pistons.
- Cannot move blocks with a block entity such as chests, trapped chests, copper chests, barrels, furnaces, blast furnaces, smokers, hoppers, dispensers, droppers, crafters, brewing stands, daylight detectors, lecterns, beehives, bee nests, conduits, chiseled bookshelves and shelves.
- Pushing breaks torches, signs, hanging signs, banners, campfires and structure voids; they drop as items instead of moving.
- Cannot push blocks into the void or above the build limit.
- Slime and honey blocks being pushed drag their adjacent (non diagonal) neighbors along; slime and honey do not stick to each other, and glazed terracotta and the heavy core never stick.
- Entities in the path are pushed along; if they cannot move, the block is pushed into them and mobs suffocate when it reaches their eye height.
- A piston cannot move itself with a hook made of slime or honey blocks.
- The piston base is a full solid block but is non conductive: power sent into it does not pass through to blocks or dust beyond it.
- Extended pistons and piston heads cannot be pushed by other pistons; a retracted piston is not on the immovable list.
- Piston head (minecraft:piston_head) and moving piston (minecraft:moving_piston) are technical blocks: no item, no drop, only placeable by commands.
- The moving piston block holds the block in flight during the 2 game ticks (1 redstone tick) of travel and turns into the carried block or the piston head when travel ends; it is transparent, does not conduct power, cannot be pushed and blocks fluids.
- Placed facing toward the player.
In Java
- Start delay: 0 game ticks (0 redstone ticks) if power arrives during the scheduled tick, random tick or block event phase; 1 game tick (0.5 redstone ticks) if it arrives during the entity or block entity phase or from a player action.
- Quasi-connectivity: the piston also activates when the block space directly above it would activate a mechanism, even if that space is air or non conductive.
- A piston powered only through quasi-connectivity does not move until it gets a block update (placing or breaking a block nearby, a repeater delay change, a torch toggling); this is the BUD piston.
- Because of quasi-connectivity a piston facing up can be powered from the head side, which is otherwise impossible.
- A piston de-powered while still extending aborts the extension and starts retracting, if it can detect the signal change.
- Cannot push blocks beyond the world border.
- Redstone dust does not connect to or point into a piston.
- Block states: piston has facing (down, east, north, south, up, west) and extended (true, false); piston head has facing, short (true, false) and type (normal, sticky); moving piston has facing and type (normal, sticky).
- Moving piston block entity: blockState, extending, facing 0 to 5, progress (0.0 rising 0.5 per game tick, converts at 1.0), source (true for the head).
- A piston head with nothing valid behind it is removed when it receives a block update.
- Sounds: block.piston.extend and block.piston.contract, volume 0.5.
- Not transparent and not waterloggable in the infobox sense; the base is still non conductive for redstone.
In Bedrock
- Start delay fixed at 2 game ticks (1 redstone tick); the piston only activates on a consume tick (even numbered game ticks), then its state change makes block updates in the following produce tick.
- No quasi-connectivity: only power reaching the piston block itself activates it.
- Redstone dust placed next to a piston is automatically redirected toward it (except on the head side), so dust connects to pistons.
- Soft inversion: a redstone torch attached to a piston toggles when the piston's powered state changes, even when the piston cannot extend or retract.
- Comparators can read the fullness of containers through a piston, even though the piston is not conductive.
- The piston block carries a PistonArm block entity.
- Block state: facing_direction 0 to 5 (0 down, 1 up, 2 south, 3 north, 4 east, 5 west). Piston head is its own block, piston_arm_collision (sticky_piston_arm_collision for sticky), with facing_direction; the moving block (moving_block) has no state values.
- Dead coral and dead coral fans break when pushed (in Java they move and only break if left unsupported).
- A piston head with nothing valid behind it is removed on an update from any direction.
- Sounds: tile.piston.out and tile.piston.in, volume 0.5.
- Listed as transparent and waterloggable in the infobox.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Start delay: Java 0 or 1 game tick (0 or 0.5 redstone ticks) depending on the tick phase; Bedrock always 2 game ticks (1 redstone tick).
- Quasi-connectivity exists only in Java: a Java piston can be powered by the space above it and may sit budded until a block update; a Bedrock piston only reads power on its own block.
- Redstone dust: in Java dust does not connect to a piston; in Bedrock dust next to a piston bends toward it automatically (except on the head side).
- Only Java aborts an extension in progress when power is lost early; the wiki gives no equivalent rule for Bedrock.
- Bedrock has the soft inversion quirk (a torch on a piston toggles with the piston's powered state even when it cannot move); Java does not.
- Bedrock comparators read container fill levels through a piston; Java has no such rule.
- World border: only Java stops blocks being pushed past it.
- Dead coral: Bedrock breaks it when pushed, Java moves it and it only breaks if unsupported.
- Block ids: Java uses piston_head with a type state and moving_piston; Bedrock uses separate piston_arm_collision and sticky_piston_arm_collision blocks and moving_block, plus a PistonArm block entity on the piston.
- Infobox transparency/waterlogging: Java no/no, Bedrock yes/yes.
- Java test blocks and test instance blocks are immovable and exist only in Java.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA piston produces no signal; it only consumes one.output_strength0No redstone output.strong_powernoneNot a power source.weak_powernoneNot a power source.inputany side except the head face, or the block space above itActivated when its own block is powered from any side except the head side, or (quasi-connectivity) when the space directly above it would activate a mechanism, even if that space is air or non conductive.activation_delay0 or 1 game ticks0 game ticks (0 redstone ticks) if powered during the scheduled tick, random tick or block event phase; 1 game tick (0.5 redstone ticks) if powered during the entity or block entity phase or by a player action. Extension then takes 2 game ticks (1 redstone tick).off_delaysame as activation_delayRetraction starts with the same 0 or 1 game tick start delay and takes 2 game ticks (1 redstone tick).extension_time2 game ticks2 game ticks (1 redstone tick); the moving piston's progress rises 0.5 per game tick and converts at 1.0.retraction_time2 game ticks2 game ticks (1 redstone tick).abort_on_depowertrueA piston de-powered during extension aborts and starts retracting, if it can detect the signal change.max_push12Up to 12 blocks in a straight line; 13 or more, or any immovable block, and it does not extend at all.pullsfalseA plain piston never pulls; the pushed block stays put on retraction.connects_to_dustfalseRedstone dust does not connect to or point into a piston in Java.transparenttrue for redstoneThe piston base is a full solid block but is non conductive: it cannot be powered through and passes no power on. The infobox lists Transparent: No for Java, which is about light, not redstone.conducts_powerfalseBlocks of redstone, observers and pistons are full solid blocks but non conductive.movable_by_pistonyes when retracted, no when extendedExtended pistons, piston heads and moving pistons are on the immovable list; a retracted piston is not.stickyfalseSee the sticky piston entry for the pulling variant.statesfacing, extendedpiston: facing (down, east, north, south, up, west), extended (true, false). piston_head: facing, short (true, false), type (normal, sticky). moving_piston: facing, type (normal, sticky).comparator_readsnothingA comparator gets no reading from a piston in Java.quasi_connectivitytrueActivated if the block space directly above it would activate a mechanism. A piston powered only this way stays budded until it receives a block update (block placed or broken nearby, repeater delay change, torch toggle). A piston facing up can therefore be powered from the head side.update_orderblock event phaseActivation happens in the block event phase of the game tick; power arriving during scheduled tick, random tick or block event phase acts the same tick, power arriving during the entity or block entity phase acts next tick. The piston base and, when extended, the head only send immediate neighbor updates.immovable_blockssee noteBarrier, bedrock, obsidian, crying obsidian, reinforced deepslate, command blocks, structure block, jigsaw, light block, test block, test instance block, end portal, end portal frame, end gateway, nether portal, beacon, ender chest, enchanting table, grindstone, jukebox, lodestone, monster spawner, trial spawner, vault, respawn anchor, sculk sensor, calibrated sculk sensor, sculk catalyst, sculk shrieker, creaking heart, potent sulfur, extended pistons, piston heads, moving pistons, and block entity containers (chest, trapped chest, copper chest, barrel, furnace, blast furnace, smoker, hopper, dispenser, dropper, crafter, brewing stand, daylight detector, lectern, beehive, bee nest, conduit, chiseled bookshelf, shelf). Also nothing into the void, above the build limit or past the world border.breaks_when_pushedsee noteTorches, signs, hanging signs, banners, campfires, soul campfires, structure void break when pushed. Dead coral and dead coral fans move but break if left unsupported.sticky_blocksslime and honey drag neighborsPushed slime or honey blocks bring adjacent (non diagonal) blocks with them; slime and honey do not stick to each other; glazed terracotta and the heavy core never stick. A piston cannot move itself with such a hook.entitiespushed, or suffocatedEntities in the path are pushed when possible; if they cannot move, the block is pushed into them and mobs suffocate at eye height.edition_onlyquasi-connectivity, abort on depower, world border limit, test blocks immovableThese rules are stated for Java only.placementanywhere, faces toward the playerNo support block needed; always placed facing toward the player.soundblock.piston.extend / block.piston.contractVolume 0.5, pitch 0.6 to 0.85 on extend and 0.6 to 0.8 on contract.interactionnoneRight click does nothing.waterloggablefalseInfobox: Java No.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA piston produces no signal; it only consumes one.output_strength0No redstone output.strong_powernoneNot a power source.weak_powernoneNot a power source.inputany side except the head faceOnly power reaching the piston block itself counts; no quasi-connectivity.activation_delay2 game ticksFixed start delay of 2 game ticks (1 redstone tick); activation only happens on a consume tick (even numbered game ticks). Extension then takes 2 game ticks (1 redstone tick).off_delay2 game ticksRetraction starts after the same fixed 2 game tick (1 redstone tick) start delay and takes 2 game ticks (1 redstone tick).extension_time2 game ticks2 game ticks (1 redstone tick).retraction_time2 game ticks2 game ticks (1 redstone tick).abort_on_depowernot statedThe wiki gives the abort-and-retract rule for Java only and is silent for Bedrock.max_push12Up to 12 blocks in a straight line; 13 or more, or any immovable block, and it does not extend at all.pullsfalseA plain piston never pulls; the pushed block stays put on retraction.connects_to_dusttrueRedstone dust next to a piston is automatically redirected toward it, except on the head side. The Conductivity page lists pistons among Bedrock blocks that connect to adjacent dust.transparenttrue for redstoneNon conductive for redstone power. The infobox also lists Transparent: Yes for Bedrock.conducts_powerfalseThe Piston page says comparators read through pistons despite them not being conductive; no power passes through the base.movable_by_pistonyes when retracted, no when extendedExtended pistons, piston heads and moving blocks are on the immovable list; a retracted piston is not.stickyfalseSee the sticky piston entry for the pulling variant.statesfacing_directionpiston: facing_direction 0 to 5 (0 down, 1 up, 2 south, 3 north, 4 east, 5 west). The head is a separate block piston_arm_collision (sticky: sticky_piston_arm_collision) with facing_direction; the moving block (moving_block) has no state values. The piston carries a PistonArm block entity.comparator_readscontainer behind itA comparator can read the fullness of a container through a piston, despite the piston not being conductive. The piston itself gives no reading.quasi_connectivityfalseDoes not exist in Bedrock; only power on the piston block activates it.update_orderconsume tickPistons are activated during the input/consume tick (even numbered game ticks) and their state change creates block updates processed in the following output/produce tick (odd numbered game ticks).soft_inversiontrueA redstone torch attached to a piston toggles when the piston's powered state changes, usable even if the piston cannot extend or retract.immovable_blockssee noteBarrier, bedrock, obsidian, crying obsidian, reinforced deepslate, command blocks, structure block, jigsaw, light block, end portal, end portal frame, end gateway, nether portal, beacon, ender chest, enchanting table, grindstone, jukebox, lodestone, monster spawner, trial spawner, vault, respawn anchor, sculk sensor, calibrated sculk sensor, sculk catalyst, sculk shrieker, creaking heart, potent sulfur, extended pistons, piston heads, moving blocks, and block entity containers (chest, trapped chest, copper chest, barrel, furnace, blast furnace, smoker, hopper, dispenser, dropper, crafter, brewing stand, daylight detector, lectern, beehive, bee nest, conduit, chiseled bookshelf, shelf). Also nothing into the void or above the build limit.breaks_when_pushedsee noteTorches, colored torches, underwater torches, signs, hanging signs, banners, campfires, soul campfires, structure void, dead coral and dead coral fans break when pushed.sticky_blocksslime and honey drag neighborsPushed slime or honey blocks bring adjacent (non diagonal) blocks with them; slime and honey do not stick to each other; glazed terracotta and the heavy core never stick. A piston cannot move itself with such a hook.entitiespushed, or suffocatedEntities in the path are pushed when possible; if they cannot move, the block is pushed into them and mobs suffocate at eye height.edition_onlyfixed 2 tick delay, dust auto redirect, soft inversion, comparator read-through, PistonArm block entityThese rules are stated for Bedrock only.placementanywhere, faces toward the playerNo support block needed; always placed facing toward the player.soundtile.piston.out / tile.piston.inVolume 0.5, pitch 0.6 to 0.75.interactionnoneRight click does nothing.waterloggabletrueInfobox: Bedrock Yes.Sources: minecraft.wiki, Piston, Piston Head, Moving Piston, Sticky Piston, Quasi-connectivity, Redstone mechanics, Conductivity
Sticky Piston
minecraft:sticky_pistonA sticky piston is a piston with a slimeball on its face. When it gets power it pushes out and shoves whatever is in front of it, up to 12 blocks in a row. When the power stops it pulls back in, and unlike a normal piston it drags the one block that is touching its face back with it. That makes it the block for hidden doors: power it to slide a wall block out of the way, cut the power and the block slides back into place.
JavaIn Java the sticky piston also reacts to power in the empty space one block above it (quasi-connectivity), so a wire running past above it can set it off. A very quick blip of power makes it push a block out and leave it there instead of pulling it back, which players use on purpose.
BedrockIn Bedrock the sticky piston always waits a fixed tenth of a second before it moves, it never reacts to power above it, and a quick blip of power still brings the block back. Redstone dust placed next to it bends toward it on its own, and it can push chests, furnaces and hoppers, which Java cannot.
TipPut the block you want to move right against the piston face, not one block away: the sticky piston only ever pulls the single block touching its head (plus anything glued to that block by slime or honey).
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Activated from any side except the head side; any power level (1 to 15) counts, there is no strength threshold.
- Pushes up to 12 blocks in a line when it extends; the 12 block limit also applies to blocks dragged along by slime or honey blocks.
- Pulls back only one block when it retracts: the block attached to its head, plus any blocks attached to that block through slime or honey blocks. Blocks it merely pushed earlier are left where they are.
- Extension movement takes 2 game ticks (1 redstone tick), 0.1 s, after the start delay; retraction movement also takes 2 game ticks (1 redstone tick).
- Cannot pull a falling block (sand, gravel, concrete powder, red sand, a falling anvil). Anvils and glazed terracotta can be pushed but not pulled.
- Cannot move: obsidian, crying obsidian, bedrock, barrier, beacon, command block, enchanting table, end portal and frame, ender chest, jukebox, lodestone, spawner, trial spawner, vault, sculk sensor, sculk catalyst, sculk shrieker, reinforced deepslate, respawn anchor, an extended piston, a piston head, a moving piston, and blocks beyond the build limit.
- Blocks that break when pushed drop as items: signs, banners, hanging signs, campfires, torches, most plants; rails and carpets break only if they end up unsupported.
- A sticky piston can be moved by another piston while it is retracted; once extended it is immovable (extended piston and piston head are on the immovable list).
- Slime and honey blocks are sticky: when the piston moves one, every block touching its faces moves with it. Slime and honey blocks do not stick to each other. Their stickiness is one way: a normal piston cannot pull them, and they do not move when a plain neighbor is moved.
- Entities in the path are pushed along; if they cannot move, the block enters them and suffocates mobs at eye height. A pushed slime block bounces entities in the direction the piston faces.
- Does not conduct power: a powered sticky piston does not power dust or blocks next to it, and it cannot be strongly or weakly powered as a conductor.
- A comparator does not read anything from a sticky piston.
- Sculk: a calibrated sculk sensor at strength 10 detects retraction, 11 detects extension, 12 detects a block broken by the piston.
- Placed facing toward the player, so its head points at you when you place it.
- Hardness 1.5, blast resistance 1.5, mined fastest with a pickaxe, always drops itself. Crafted from a piston and a slimeball.
In Java
- Start delay: 0 game ticks (0 redstone ticks) if the power arrives during the scheduled tick, random tick or block event phase; 1 game tick (0.5 redstone ticks) if it arrives during the entity or block entity phase or from player input.
- Quasi-connectivity: it is also activated when a redstone signal would activate a mechanism in the space directly above it, even if that space is air. It may not notice a change in that power until it receives a block update.
- Because of quasi-connectivity a sticky piston facing up can be powered from the head's direction, which is otherwise impossible.
- Block dropping: if it loses power before the extension finishes (a 2 game tick, 1 redstone tick pulse), it stops extending early and retracts. The first pushed block lands in its final position and is not pulled back, so the piston pushes a block out and leaves it there.
- Block dropping can push a waterlogged block one space without the water disappearing.
- Cannot push blocks with a block entity: chest, trapped chest, barrel, furnace, blast furnace, smoker, hopper, dispenser, dropper, brewing stand, beehive, bee nest, lectern, daylight detector, chiseled bookshelf, crafter, conduit. A double chest can be pushed but splits in two.
- Not transparent, not waterloggable.
- Block states: facing (down, east, north, south, up, west, default north) and extended (true or false, default false).
In Bedrock
- Start delay is fixed at 2 game ticks (1 redstone tick), 0.1 s, so the head begins moving 2 game ticks after activation and the move finishes 4 game ticks (2 redstone ticks) after the power arrives.
- It only activates on an input/consume tick (C-tick), which happens on even numbered game ticks; the output/produce tick comes first on odd game ticks.
- No quasi-connectivity: power in the space above the piston does nothing.
- No block dropping: a short pulse still pulls the block back on retraction.
- Redstone dust placed next to it is automatically redirected toward it (except on the head side), so a straight line of dust turns into the piston.
- Can push blocks with block entities (chests, furnaces, hoppers, dispensers and so on).
- Transparent and waterloggable, but still non-conductive.
- Comparators can read the fill level of a container through a sticky piston even though it does not conduct power.
- Soft inversion: a redstone torch attached to the piston turns off while the piston is powered and back on when it is depowered.
- Blocks that need support, like levers, can sit on the back or sides of the piston and survive its extension.
- Entities standing on top of any moving block ride along with it.
- Glazed terracotta and the heavy core can be pushed but do not stick to slime or honey blocks.
- Block state facing_direction 0 to 5 (0 down, 1 up, 2 south, 3 north, 4 east, 5 west); numeric ID 29.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Start delay: Java 0 or 1 game tick (0 or 0.5 redstone ticks) depending on the tick phase; Bedrock always 2 game ticks (1 redstone tick).
- Quasi-connectivity exists only in Java: power in the space above the piston activates it there, never in Bedrock.
- Block dropping (a 2 game tick, 1 redstone tick pulse pushes a block and leaves it behind) is Java only; in Bedrock the block is always pulled back.
- Java aborts an extension the moment power is lost; the wiki gives no such rule for Bedrock, which activates only on consume ticks.
- Bedrock pistons can push block entities (chests, furnaces, hoppers); Java pistons cannot.
- Bedrock redstone dust bends toward a neighboring piston automatically; Java dust does not.
- Transparent and waterloggable in Bedrock only; opaque and not waterloggable in Java.
- Bedrock comparators read containers through a piston; Java comparators do not.
- Soft inversion (an attached torch switching off while the piston is powered) is Bedrock only.
- Blocks needing support can stay on a Bedrock piston's back and sides when it extends; the wiki only states this for Bedrock.
- Bedrock entities ride on top of any moving block; the wiki states this for Bedrock only.
- Glazed terracotta and heavy core refusing to stick to slime and honey is noted for Bedrock.
- Block states: Java uses facing plus extended; Bedrock uses facing_direction 0 to 5.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseConsumes power; never outputs any.output_strength0Produces no signal.strong_powernoneNon-conductive block; cannot be powered as a conductor and powers nothing.weak_powernoneDoes not pass power to dust or blocks next to it.inputany side except the head, plus the space above (quasi-connectivity)Any signal level 1 to 15 from dust, a repeater, a torch, a powered block, etc. touching a non-head side. Also activates when the space directly above it would be powered, even if air.activation_delay0 or 1 game tick, then 2 game ticks to moveStart delay 0 game ticks (0 redstone ticks) when powered in the scheduled tick, random tick or block event phase; 1 game tick (0.5 redstone ticks) when powered in the entity or block entity phase or by player input. Extension movement then takes 2 game ticks (1 redstone tick).off_delay0 or 1 game tick, then 2 game ticks to moveSame start delay rule as extension; retraction movement takes 2 game ticks (1 redstone tick).min_pulse_detectedany pulseA pulse shorter than the 2 game tick (1 redstone tick) extension causes block dropping: the piston pushes the block and does not pull it back.block_droppingtrueLosing power before extension finishes aborts the extension and starts retraction; the first pushed block stays in its final position. Can push a waterlogged block without losing the water.push_limit12Up to 12 blocks in a line, including blocks dragged by slime or honey.pull_limit1 block plus slime/honey attachmentsOnly the block touching the head is pulled, plus blocks attached to it via slime or honey; total still capped at 12. Cannot pull falling blocks, anvils or glazed terracotta.connects_to_dustfalseDust does not point into it; dust next to it powers it only when the dust runs toward it or is on a block that touches it.transparentfalseOpaque in Java, but still non-conductive.conducts_powerfalseListed with observers and redstone blocks as a solid but non-conductive block.movable_by_pistonyes when retracted, no when extendedAn extended piston, its head and a moving piston are on the immovable list.stickytruePulls the head-attached block on retraction.statesfacing, extendedfacing: down, east, north, south, up, west (default north); extended: true or false (default false).comparator_readsnothingA comparator gets no signal from a piston and cannot read a container through it in Java.quasi_connectivitytrueActivated if a signal would activate a mechanism in the block above it. A change in that power may only be noticed after a block update.cannot_moveobsidian, crying obsidian, bedrock, barrier, beacon, command block, enchanting table, end portal, end portal frame, ender chest, jukebox, lodestone, spawner, trial spawner, vault, sculk sensor, calibrated sculk sensor, sculk catalyst, sculk shrieker, reinforced deepslate, respawn anchor, extended piston, piston head, moving piston, block entitiesBlock entities (chest, trapped chest, barrel, furnace, blast furnace, smoker, hopper, dispenser, dropper, brewing stand, beehive, bee nest, lectern, daylight detector, chiseled bookshelf, crafter, conduit) cannot be pushed in Java. Blocks beyond the world border cannot be pushed either.breaks_when_pushedsigns, banners, hanging signs, campfires, torches, most plants; rails and carpets when unsupportedThese drop as items instead of moving.direction_rulesfaces the player on placement; works in all 6 directionsHead points toward the placer.placementanywhereNeeds no support block.soundblock.piston.extend / block.piston.contractVolume 0.5, pitch 0.6 to 0.85 on extend and 0.6 to 0.8 on contract, attenuation distance 8. Sculk: 10 retract, 11 extend, 12 block broken by piston.interactionnoneRight click does nothing.edition_onlyquasi-connectivity, block dropping, tick-phase start delayJava only behaviors.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseConsumes power; never outputs any.output_strength0Produces no signal.strong_powernoneNon-conductive; powers nothing.weak_powernoneDoes not pass power to dust or blocks next to it.inputany side except the headAny signal level 1 to 15. No quasi-connectivity: power in the space above does nothing.activation_delay2 game ticks, then 2 game ticks to moveFixed start delay of 2 game ticks (1 redstone tick), 0.1 s, then extension movement of 2 game ticks (1 redstone tick). Fully extended 4 game ticks (2 redstone ticks) after activation (derived from the two wiki numbers).off_delay2 game ticks, then 2 game ticks to moveSame fixed start delay; retraction movement takes 2 game ticks (1 redstone tick).update_orderconsume tick onlyActivates only on an input/consume tick (C-tick), on even numbered game ticks; the output/produce tick comes first on odd game ticks.min_pulse_detectedany pulseShort pulses do not cause block dropping; the block is pulled back on retraction.block_droppingfalseThe wiki marks block dropping as Java only.push_limit12Up to 12 blocks in a line, including blocks dragged by slime or honey.pull_limit1 block plus slime/honey attachmentsOnly the block touching the head is pulled, plus blocks attached to it via slime or honey; total still capped at 12. Cannot pull falling blocks, anvils or glazed terracotta. Glazed terracotta and heavy core do not stick to slime or honey.connects_to_dusttrue, except the head sideRedstone dust placed next to it is automatically redirected toward it.transparenttrueTransparent and waterloggable in Bedrock, still non-conductive.conducts_powerfalseDoes not conduct redstone power.movable_by_pistonyes when retracted, no when extendedAn extended piston, its head and a moving piston are on the immovable list.stickytruePulls the head-attached block on retraction.statesfacing_direction 0 to 50 down, 1 up, 2 south, 3 north, 4 east, 5 west. Numeric ID 29.comparator_readsnothing from the piston; containers through itA comparator can read a container's fill level through a piston despite it being non-conductive.quasi_connectivityfalseBedrock has no quasi-connectivity.cannot_moveobsidian, crying obsidian, bedrock, barrier, beacon, command block, enchanting table, end portal, end portal frame, ender chest, jukebox, lodestone, spawner, trial spawner, vault, sculk sensor, calibrated sculk sensor, sculk catalyst, sculk shrieker, reinforced deepslate, respawn anchor, extended piston, piston head, moving pistonBlock entities such as chests, furnaces, hoppers, dispensers and droppers CAN be pushed in Bedrock.breaks_when_pushedsigns, banners, hanging signs, campfires, torches, most plants; rails and carpets when unsupportedThese drop as items instead of moving.soft_inversiontrueA redstone torch attached to the piston turns off while the piston is powered and on again when it is depowered.support_blocks_survivetrueLevers and other support-needing blocks on the back or sides are not destroyed when it extends.entities_ride_moving_blockstrueEntities on top of any moving block move with it.direction_rulesfaces the player on placement; works in all 6 directionsHead points toward the placer.placementanywhereNeeds no support block.soundtile.piston.out / tile.piston.inPitch 0.6 to 0.75. Sculk: 10 retract, 11 extend, 12 block broken by piston.interactionnoneRight click does nothing.edition_onlyfixed 2 game tick delay, consume-tick activation, dust auto-redirect, pushes block entities, transparent, waterloggable, comparator reads through, soft inversionBedrock only behaviors.Sources: minecraft.wiki, Piston, Sticky Piston, Redstone mechanics, Quasi-connectivity, Redstone circuits/Piston
Slime Block
minecraft:slime_blockA slime block is a bouncy green block made from 9 slimeballs. It is the glue of redstone machines: when a piston pushes or pulls a slime block, every block touching its sides comes along for the ride, so one piston can move a whole clump of blocks. It also bounces players and mobs that land on it, and nobody takes fall damage from landing on it. Builders use it for flying machines, moving doors and player launchers.
JavaIn Java the piston that moves it can start on the very next tick, and a quick pulse on a sticky piston can shove the slime block forward and leave it there without pulling it back, which is how the fastest flying machines work.
BedrockIn Bedrock the piston always waits a fixed moment before moving and will not start a new move until the last one has finished, so a sticky piston always pulls the slime block back and machines need a different design. Anything standing on a moving slime block rides along with it in Bedrock.
TipA piston can only move 12 blocks in total, and the slime block plus everything stuck to it all count toward that limit. Slime blocks never stick to honey blocks, so use a honey block where you want a clump to end. A slab or cake on top stops the bounce; a carpet or pressure plate does not.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Not a power source: it gives no signal of its own and has no on or off state.
- Conductive: the wiki lists the slime block among conductive blocks with no edition mark, so it can be powered like a solid block and passes power on to components next to it (the flying-machines tutorial calls it a solid block that can take and transmit a redstone signal).
- Sticky: when a piston pushes or pulls a slime block, every block touching one of its six faces (not diagonals) is moved along with it, and each moved block pushes on as if a piston hit it.
- It can move any block that a sticky piston could pull. Blocks that cannot be moved by pistons are simply ignored; blocks that break when pushed do not stick to it.
- Slime blocks and honey blocks never stick to each other. Glazed terracotta is also ignored even though a piston can push it (the heavy core is a Bedrock only exception, see the Bedrock bullets).
- If a neighbor could move but is blocked by an immovable block behind it, the slime block cannot move either. When that happens on a pull, the sticky piston retracts without pulling anything.
- The push limit stays at 12 blocks in total, the slime block and everything stuck to it included. Example from the wiki: a 2x2x3 clump of slime blocks can be pushed or pulled by one sticky piston if no other movable block touches it.
- Stickiness is one-way: a slime block is not pulled by a plain piston, and it does not move when a neighboring non-slime block is moved by a piston.
- A piston cannot move itself through a loop of slime blocks; self-moving machines need at least two pistons.
- The piston extension that moves it takes 2 game ticks (1 redstone tick), the same as any piston move.
- Entity launch: when a piston pushes a slime block, entities in front of it are launched in the push direction at an initial speed of 20 blocks per second. Entities launched sideways across normal blocks or air are moved 3.510 blocks in the direction of the launch. Ender dragons, item frames, paintings and cushions are not launched. A pull launches nothing.
- Bounce: a player or mob that lands on top takes no fall damage and bounces to a height that depends on the fall speed. A 50 block fall gives a 22 block bounce, a 255 block fall about 50 blocks, and the bounce can never exceed 57.625 blocks.
- A sneaking player does not bounce and still takes no fall damage.
- Chickens, ghasts, bats, phantoms, bees, parrots and vexes do not bounce. Items, falling blocks and minecarts do not bounce either.
- Half-blocks such as cakes and slabs placed on top stop the bouncing effect.
- Carpets, rails, trapdoors, repeaters or comparators placed on top do not stop the bounce or the fall damage protection.
- A pressure plate placed on top does not stop mobs from bouncing, and the pressure plate still activates.
- Walking on it is slow: 1.359 m/s, about 70% slower than normal walking. It is also slightly slippery, less than ice.
- Hardness 0, blast resistance 0, breaks instantly with anything, not flammable, gives no light.
- Light: the wiki lists it as partially transparent in Java and transparent in Bedrock; like leaves it lets sky light through only from directly above. This is a light property only and does not change the conductivity above.
In Java
- Identifier minecraft:slime_block, no block states.
- Piston start delay is 0 or 1 game tick depending on which phase of the tick the piston is powered in, then the move takes 2 game ticks (1 redstone tick).
- Block dropping: a sticky piston that loses power during its extension finishes early and retracts, leaving the slime block (and its clump) in its new spot. This is what makes 1 tick flying machines and turbo engines possible.
- The piston moving the slime block can be powered by quasi-connectivity (from the block above the piston).
- Entities standing on top of a moving slime block are not carried with it in Java; only a honey block carries entities on its top surface. A pushed slime block launches what is in front of it and a pull carries nothing.
- The heavy core sticks to a slime block like any other movable block in Java; the Piston page marks the heavy core exception as Bedrock only.
- Since 23w18a an entity landing on the edge of a slime block still bounces with no fall damage.
- Slime block is the conductive sticky block here: the honey block is non-conductive in Java, so a signal passes through slime but not honey.
In Bedrock
- Identifier slime, numeric id 165, no block states.
- Piston start delay is a fixed 2 game ticks (1 redstone tick) and pistons only activate on a consume tick (C-tick), then the move takes 2 game ticks (1 redstone tick).
- Pistons only extend or retract when the previous action has finished (Bedrock only rule from the Bedrock exclusive features page). This is why block dropping does not exist: a sticky piston always pulls the slime block back and zero ticking pistons are not possible, so slime flying machines run at normal flyer speed.
- Entities on top of any moving block, the slime block included, move along with it, and blocks retracted by sticky pistons take entities with them (both Bedrock only).
- Glazed terracotta and the heavy core do not stick to adjacent slime or honey blocks even though pistons can push them; the heavy core part is marked Bedrock only on the Piston page.
- No quasi-connectivity: the piston moving the slime block must be powered directly.
- Both sticky blocks conduct here: honey blocks are conductive in Bedrock as well as slime blocks.
- Since 1.21.50 a sneaking player takes no fall damage on a slime block, matching Java.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Piston start delay: Java 0 or 1 game tick (phase dependent), Bedrock a fixed 2 game ticks (1 redstone tick) on a C-tick.
- Block dropping exists only in Java: a short pulse lets a sticky piston push the slime block and not pull it back. In Bedrock pistons only extend or retract when the previous action finished, so the slime block is always pulled back.
- Entities riding a moving slime block: in Bedrock entities on top of any moving block move with it and blocks retracted by sticky pistons take entities with them; in Java only honey blocks carry entities on top, a slime block only launches what is ahead of it.
- Heavy core: in Bedrock the heavy core does not stick to slime or honey blocks even though a piston can push it (marked Bedrock only on the Piston page); Java has no such exception. Glazed terracotta is ignored in both editions.
- Quasi-connectivity powers the piston that moves a slime block in Java only; Bedrock pistons need direct power.
- Honey block conductivity differs (non-conductive in Java, conductive in Bedrock), so in Java the slime block is the only sticky block that carries a signal, while in Bedrock both do. The slime block itself conducts in both editions.
- Light transparency is listed as Partial in Java and Yes in Bedrock (a lighting difference only).
- Identifiers differ: minecraft:slime_block in Java, slime (numeric 165) in Bedrock.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseGives no signal of its own; no on or off state.output_strength0Never outputs power by itself.strong_powernoneNot a source; when powered by something else it behaves as a powered conductive block.weak_powernoneNot a source.inputnoneIt has no activated behavior; power only passes through it.conducts_powertrueListed as a conductive block on the Conductivity page with no edition mark; the flying-machines tutorial says it can take and transmit a redstone signal.transparentfalseFor redstone it counts as a solid conductive block. The infobox lists it as Partial (light) in Java: it diffuses sky light only from directly above. Light and conductivity are independent.connects_to_dustfalseDust next to it treats it like any solid block; no special connection.movable_by_pistonyesPushed by any piston; pulled only by a sticky piston. Not moved when a neighboring non-slime block is moved.stickytrueEvery block on its six faces moves with it (not diagonals). Ignores immovable blocks, honey blocks and glazed terracotta. The heavy core exception is Bedrock only; in Java it sticks like any movable block. If a neighbor could move but is blocked, the slime block cannot move either.sticks_to_honeyfalseSlime and honey never stick to each other.push_limit12Slime block plus everything stuck to it counts toward the piston's 12 block limit.self_propelfalseA single piston cannot move itself through a slime loop; two or more pistons are needed.move_duration22 game ticks (1 redstone tick) for the piston extension or retraction that carries it.activation_delay0-1Java piston start delay: 0 game ticks if powered during the scheduled tick, random tick or block event phase, 1 game tick if powered during the entity, block entity or player input phase.block_droppingtrueA sticky piston that loses power mid-extension retracts without pulling the slime block back (1 tick pulse). Java only.quasi_connectivitytrueThe piston that moves the slime block can be powered from the block above it (Java only).carries_entities_on_topfalseEntities standing on a moving slime block are not carried with it in Java; only a honey block carries entities on its top. A pull carries nothing.launch_speed20Entities ahead of a pushed slime block are launched in the push direction at 20 blocks per second; launched sideways across normal blocks or air they travel 3.510 blocks. Ender dragons, item frames, paintings and cushions are not launched. Pulls launch nothing.bouncetrueNo fall damage, bounce height depends on fall speed: 50 block fall gives 22 blocks, 255 block fall about 50 blocks, maximum 57.625 blocks. Sneaking cancels the bounce, still no fall damage. Half-blocks such as cakes and slabs on top stop the bounce; carpets, rails, trapdoors, repeaters, comparators and pressure plates on top do not, and a pressure plate still activates. Chickens, ghasts, bats, phantoms, bees, parrots, vexes, items, falling blocks and minecarts do not bounce.walk_speed1.359Blocks per second on top of it, about 70% slower than normal; slightly slippery, less than ice.statesnoneNo block state properties.comparator_readsnoneNot a container; a comparator reads nothing from it.placementanywhereFull block, needs no support.hardness0Blast resistance 0; breaks instantly with any tool or by hand.interactionnoneThe wiki page has no sentence about right clicking the block; no use action is documented.soundblock.slime_block.*Java sound events from the wiki table: block.slime_block.break, block.slime_block.place, block.slime_block.hit, block.slime_block.fall, block.slime_block.step.edition_onlyblock dropping, quasi-connectivityBoth apply to the piston moving it, not to the slime block itself. Honey block is non-conductive in Java, slime is conductive. Entities are not carried on top of a moving slime block in Java.block_idminecraft:slime_blockTranslation key block.minecraft.slime_block.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseGives no signal of its own; no on or off state.output_strength0Never outputs power by itself.strong_powernoneNot a source; when powered by something else it behaves as a powered conductive block.weak_powernoneNot a source.inputnoneIt has no activated behavior; power only passes through it.conducts_powertrueListed as a conductive block on the Conductivity page with no edition mark. In Bedrock the honey block is conductive too.transparentfalseFor redstone it counts as a solid conductive block. The infobox lists it as Transparent: Yes (light) in Bedrock; like leaves it diffuses sky light only from directly above. Light and conductivity are independent.connects_to_dustfalseDust next to it treats it like any solid block; no special connection.movable_by_pistonyesPushed by any piston; pulled only by a sticky piston. Not moved when a neighboring non-slime block is moved.stickytrueEvery block on its six faces moves with it (not diagonals). Ignores immovable blocks, honey blocks, glazed terracotta and the heavy core (heavy core exception marked Bedrock only on the Piston page). If a neighbor could move but is blocked, the slime block cannot move either.sticks_to_honeyfalseSlime and honey never stick to each other (since Bedrock 1.14.0).push_limit12Slime block plus everything stuck to it counts toward the piston's 12 block limit.self_propelfalseA single piston cannot move itself through a slime loop; two or more pistons are needed.move_duration22 game ticks (1 redstone tick) for the piston extension or retraction that carries it.activation_delay2Bedrock piston start delay is a fixed 2 game ticks (1 redstone tick) per the Piston page; pistons only activate on a consume tick (C-tick).block_droppingfalsePistons only extend or retract when the previous action has finished (Bedrock exclusive features page), so a sticky piston always pulls the slime block back and zero ticking pistons are not possible.quasi_connectivityfalseBedrock has no quasi-connectivity; the piston moving the slime block must be powered directly.carries_entities_on_toptrueEntities on top of any moving block, the slime block included, move with it, and blocks retracted by sticky pistons take entities with them (both Bedrock only).launch_speed20Entities ahead of a pushed slime block are launched in the push direction at 20 blocks per second; launched sideways across normal blocks or air they travel 3.510 blocks. Ender dragons, item frames, paintings and cushions are not launched. Pulls launch nothing. The wiki gives no Bedrock-specific launch figure.bouncetrueNo fall damage, bounce height depends on fall speed: 50 block fall gives 22 blocks, 255 block fall about 50 blocks, maximum 57.625 blocks. Sneaking cancels the bounce and, since 1.21.50, still gives no fall damage. Half-blocks such as cakes and slabs on top stop the bounce; carpets, rails, trapdoors, repeaters, comparators and pressure plates on top do not, and a pressure plate still activates. Chickens, ghasts, bats, phantoms, bees, parrots, vexes, items, falling blocks and minecarts do not bounce.walk_speed1.359Blocks per second on top of it, about 70% slower than normal; slightly slippery, less than ice. The wiki gives no Bedrock-specific figure.statesnoneNo block state properties.comparator_readsnoneNot a container; a comparator reads nothing from it.placementanywhereFull block, needs no support.hardness0Blast resistance 0; breaks instantly with any tool or by hand.interactionnoneThe wiki page has no sentence about right clicking the block; no use action is documented.soundslime sound typeBedrock sound events from the wiki table: mob.slime.big (break and place), hit.slime (breaking in progress), fall.slime (falling with damage), step.slime (walking).edition_onlyfixed C-tick piston delay, no block dropping, no quasi-connectivity, entities ride moving blocks, heavy core does not stickPiston timing rules apply to the piston moving it. Entities on top of a moving slime block move with it and retracted blocks take entities along. Honey block is also conductive in Bedrock.block_idslimeNumeric id 165, translation key tile.slime.name.Sources: minecraft.wiki, Slime Block, Piston, Sticky Piston, Honey Block, Bedrock Edition exclusive features, Conductivity, Opacity, Redstone mechanics, Tutorial:Flying machines
Honey Block
minecraft:honey_blockA honey block is a sticky block for piston machines. When a piston moves it, the blocks touching its sides come along for the ride, and anything standing on top rides with it instead of being flung off. It does not stick to slime blocks, so you can use the two side by side to make parts that move separately. Players and mobs on it walk slowly, can barely jump, and slide down its sides without getting hurt. Example: a moving platform that carries you across a gap.
JavaIn Java the honey block is see-through to redstone: power does not pass through it, and you cannot put dust, a repeater, a torch or a lever on top of it, or a ladder, torch or vines on its sides. If you jump at its side you keep some of your speed, so you can jump about 2 blocks farther. Only things standing on top ride along when a piston moves it.
BedrockIn Bedrock the honey block can carry redstone power like a normal solid block even though it looks see-through, and you never suffocate inside one. Hitting its side stops your forward speed right away, and even walking against its side slows you a little. When a piston moves it, things touching its sides ride along too.
TipStack honey blocks in a 2x2x2 cube and they all move as one piece. Keep the whole thing at 12 blocks or fewer, or the piston will not move it at all.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Not a power source: it never outputs a signal and nothing activates it. Its only redstone job is being pushed and pulled by pistons.
- Pushed by a normal piston, pulled by a sticky piston. Piston extension or retraction takes 2 game ticks (1 redstone tick).
- When a piston moves a honey block, it tries to move every adjacent (non-diagonal) block in the same direction: any block a sticky piston can pull.
- Slime blocks and honey blocks never stick to each other. A honey block will not drag a slime block and a slime block will not drag a honey block.
- Glazed terracotta does not stick to a honey block even though a piston can push it.
- Blocks that cannot be moved by a piston (or that break when pushed) do not stick to a honey block; the honey block simply ignores them.
- If a block stuck to the honey block could move but is blocked by an immovable block behind it, the honey block cannot move either.
- Honey blocks stuck to each other pass the pull along, so a 2x2x2 cube of honey blocks moves as one unit.
- The piston limit of 12 blocks moved at once still applies to everything the honey block drags.
- Liquids are not moved by a honey block, and they do not block the movement.
- Entities standing on the top face move with the block. They are not launched the way a slime block launches them.
- Walking on top: 2.508 m/s, about a 60% reduction from normal walking speed.
- Jumping on top: 3/16 of a block high instead of 1 1/4 blocks, about an 85% reduction.
- The slowing works through blocks up to half a block high placed on top (carpet, a bottom slab, a daylight detector) and in every movement mode, including swimming and elytra flight.
- Sliding: an entity pressed against a side slides down slowly and takes no fall damage, like going down a ladder. This stacks with Slow Falling.
- Falling onto a honey block reduces fall damage by 80%: 10 damage becomes 2.
- Not a true full block: it takes up 16x16x16 pixels but its collision box is only 14x14x15 pixels, so small entities such as arrows can pass through the gap between two honey blocks.
- Placement on top (wiki table, no edition marker except the item frame column): banner, cake, carpet, sign and snow can go on top; redstone dust, repeater, comparator, lever, button, torch, pressure plate, rail, bell, candle, door, lantern and scaffolding cannot.
- No blockstate properties: the block has no states, only its ID.
- Hardness 0, blast resistance 0, breaks instantly with any tool, no light, not flammable.
In Java
- Non-conductive in Java: a redstone signal cannot be sent through a honey block, not even from a repeater or an observer pointing into it.
- Transparency in Java: partial (it diffuses sky light).
- Only entities on the top face ride along in Java: honey blocks moved by pistons do not move entities touching the side or the bottom of the block. In Java this ride-along is special to the honey block; other moving blocks do not carry entities.
- Side placement in Java: players cannot place some blocks on honey blocks, such as vines, ladders and torches (bug MC-131115). The wiki side table refuses button, ladder, lever, torch, tripwire hook and vines on its sides but allows banner, sign, painting and item frame.
- Item frame on top in Java: yes (the placement table's Java item frame column).
- Sliding in Java: horizontal momentum decreases gradually while pressed against the side, which lets a player jump about 2 blocks farther.
- Piston start delay in Java: 0 or 1 game tick depending on when in the tick the piston was activated, then 2 game ticks (1 redstone tick) to extend or retract.
- Sound in Java: block.honey_block.slide, subtitle "Sliding down a honey block", 4 variants, volume 0.8, pitch varies, heard up to 16 blocks away.
In Bedrock
- Conductive in Bedrock: a honey block can be powered and passes a redstone signal like a solid block.
- Transparency in Bedrock: listed as fully transparent, yet it still conducts power.
- Mobs and players never suffocate inside a honey block in Bedrock.
- Side contact in Bedrock: players also slow down slightly when walking up against the side of a honey block.
- Entities touching the side of a honey block moved by a piston move with it in Bedrock. Entities on top of any moving block ride along in Bedrock, so the top-face ride is not special to the honey block there.
- The heavy core does not stick to a honey block in Bedrock, even though a piston can push it.
- Sliding in Bedrock: horizontal momentum is reset when pressed against the side, so there is no extra jump distance. The wiki also notes entities slide much less than in Java.
- Fences, glass panes, walls and iron bars connect to a honey block in Bedrock.
- Piston start delay in Bedrock: a fixed 2 game ticks (1 redstone tick), and a piston can only activate on the consumer redstone tick (C-tick), then 2 game ticks (1 redstone tick) to extend or retract.
- Sound in Bedrock: the wiki lists step.honey_block for sliding down a honey block, 5 variants, volume 1.0, pitch 1.0.
- Bedrock numeric ID 473.
- The placement table's Bedrock item frame cell for the honey block is empty on the wiki, and the wiki gives no Bedrock side-placement rule; the Java-only placement note implies Bedrock allows vines, ladders and torches, but the wiki does not state it.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Conductivity: Java honey blocks are non-conductive (no signal passes through, not even from a repeater or observer); Bedrock honey blocks are conductive.
- Transparency: Java lists partial (diffuses sky light); Bedrock lists fully transparent.
- Entities on the sides: in Java a moving honey block does not move entities touching its side or bottom; in Bedrock it moves entities touching its side. In Bedrock every moving block also carries entities on top, so the ride-along is only honey-specific in Java.
- Side contact: in Bedrock players slow down slightly when walking against the side of a honey block; the wiki states no such rule for Java.
- Sliding momentum: Java lets horizontal momentum decrease gradually (about 2 blocks of extra jump distance); Bedrock resets it and entities slide much less.
- Suffocation: in Bedrock nobody suffocates inside a honey block; the wiki makes no such statement for Java.
- Non-stick blocks: glazed terracotta in both editions, plus the heavy core in Bedrock only, do not stick to a honey block.
- Side placement: Java refuses vines, ladders and torches on honey block sides (marked Java only); the wiki gives no Bedrock side rule.
- Item frame on top: Java yes; the wiki's Bedrock cell is empty.
- Block connections: in Bedrock fences, glass panes, walls and iron bars connect to a honey block; the wiki states this for Bedrock only.
- Piston start delay before the 2 game tick (1 redstone tick) move: Java 0 or 1 game tick; Bedrock a fixed 2 game ticks (1 redstone tick) and activation only on the consumer tick (C-tick).
- Slide sounds: Java uses block.honey_block.slide (4 variants, volume 0.8); Bedrock lists step.honey_block (5 variants, volume 1.0, pitch 1.0).
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseNever emits a signal.output_strength0No output of any kind.strong_powernoneCannot be powered at all in Java.weak_powernoneCannot be powered at all in Java.inputnoneNot a redstone component; it only reacts to being moved by a piston.conducts_powerfalseNon-conductive in Java: a signal cannot be sent through it, even from a repeater or an observer pointing into it (Honey Block page; Conductivity page lists it as non-conductive, Java only).transparentpartialInfobox: JE partial, diffuses sky light. Behaves as a transparent block for redstone.connects_to_dustfalseDust does not connect to it and cannot be placed on it (Opacity/Placement top table, no edition marker).supports_on_topno redstoneOpacity/Placement top table (no edition marker except the item frame column): redstone dust, repeater, comparator, lever, button, torch, pressure plate, rail, bell, candle, door, lantern and scaffolding cannot be placed on top; banner, cake, carpet, sign, snow and item frame (Java column) can.supports_on_sidesno ladder, torch, vinesHoney Block page, Java only: players cannot place some blocks on honey blocks, such as vines, ladders and torches (MC-131115). Side table: button, ladder, lever, torch, tripwire hook and vines refused; banner, sign, painting and item frame (Java column) allowed.movable_by_pistonyesPushed by pistons, pulled by sticky pistons. Extension or retraction takes 2 game ticks (1 redstone tick); start delay 0 or 1 game tick depending on the activation phase (Piston page).stickytrueWhen moved it tries to move every adjacent non-diagonal block: any block a sticky piston can pull. Immovable blocks are ignored; a stuck block that is blocked by an immovable block stops the honey block too. Glazed terracotta does not stick even though it can be pushed.sticks_to_slimefalseSlime blocks and honey blocks never stick to each other (since 19w42a).max_moved_blocks12The piston limit of 12 blocks still applies to the whole dragged group.liquidsnot movedLiquids are not moved and do not block movement.entities_on_topmove with blockEntities on the top face ride with the block; they are not launched like on a slime block. Entities touching the side or bottom are not moved in Java. In Java only the honey block carries entities this way; other moving blocks do not (Piston page marks the any-block rule Bedrock only).entities_on_sidesnot movedHoney Block page: honey blocks moved by pistons do not move entities touching the side or bottom. Bedrock differs.walk_speed2.508 m/sAbout a 60% reduction from normal walking speed; applies through blocks up to half a block high on top (carpet, bottom slab, daylight detector) and in every movement mode.jump_height3/16 blockInstead of 1 1/4 blocks, about an 85% reduction.slideslow, no fall damageEntities pressed against a side slide down slowly like on a ladder; horizontal momentum decreases gradually, allowing a jump about 2 blocks farther; stacks with Slow Falling.fall_damage-80%Falling onto it reduces fall damage by 80%: 10 becomes 2.collision_box14x14x15 pixelsTakes up 16x16x16 pixels but the collision box is 14x14x15, so small entities such as arrows pass through the gap between two honey blocks (Trivia).statesnoneThe wiki lists no block states for honey_block.comparator_readsnoneThe wiki gives no comparator reading for it; it is not a container.quasi_connectivitynot applicableNot a powered component; QC only matters for the piston moving it.hardness0Blast resistance 0, any tool, breaks instantly, no light, not flammable, stacks to 64.soundblock.honey_block.slideSubtitle "Sliding down a honey block", 4 variants, volume 0.8, pitch varies, heard up to 16 blocks.placementanywhereFull-size block with a 14x14x15 pixel collision box; no support needed.interactionnoneRight click does nothing.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseNever emits a signal.output_strength0No output of any kind.strong_powerlike a solid blockConductive in Bedrock: it can be powered and passes a signal on to adjacent components (Honey Block page; Conductivity page lists it as conductive, Bedrock only). The wiki does not spell out strong vs weak for it beyond 'conductive'.weak_powerlike a solid blockSee strong_power; treated as a conductive block.inputnoneNot a redstone component; it only reacts to being moved by a piston and to being powered like a solid block.conducts_powertrueConductive in Bedrock, unlike Java.transparenttrueInfobox: BE yes. Transparent to light yet still conductive to redstone.suffocationnoneMobs and players never suffocate while inside a honey block in Bedrock.side_contactslows slightlyHoney Block page: in Bedrock players also slow down slightly if walking up against the side of it.connects_to_dustfalseOpacity/Placement top table carries no edition marker (page has a cleanup tag 'Information about Bedrock Edition'): dust cannot be placed on it.supports_on_topno redstoneOpacity/Placement top table, no edition marker: redstone dust, repeater, comparator, lever, button, torch, pressure plate, rail, bell, candle, door, lantern and scaffolding cannot be placed on top; banner, cake, carpet, sign and snow can. The Bedrock item frame cell for the honey block is empty on the wiki.supports_on_sideswiki silentThe Java-only placement note (vines, ladders, torches refused) implies Bedrock allows them, but the wiki states no Bedrock side rule. Bedrock exclusive features page: fences, glass panes, walls and iron bars connect with honey blocks.movable_by_pistonyesPushed by pistons, pulled by sticky pistons. Extension or retraction takes 2 game ticks (1 redstone tick) after a fixed start delay of 2 game ticks (1 redstone tick); a piston can only activate on the consumer redstone tick (C-tick) (Piston page).stickytrueWhen moved it tries to move every adjacent non-diagonal block: any block a sticky piston can pull. Immovable blocks are ignored; a stuck block that is blocked by an immovable block stops the honey block too. Glazed terracotta and the heavy core (Bedrock only) do not stick even though they can be pushed.sticks_to_slimefalseSlime blocks and honey blocks never stick to each other (since beta 1.14.0.2).max_moved_blocks12The piston limit of 12 blocks still applies to the whole dragged group.liquidsnot movedLiquids are not moved and do not block movement.entities_on_topmove with blockEntities on the top face ride with the block; they are not launched like on a slime block. In Bedrock entities on top of any moving block ride along (Piston page, Bedrock only), so this is not special to the honey block.entities_on_sidesmove with blockBedrock exclusive features page: honey blocks moved by pistons move entities that are touching the side of the block. Java differs.walk_speed2.508 m/sAbout a 60% reduction from normal walking speed; applies through blocks up to half a block high on top (carpet, bottom slab, daylight detector) and in every movement mode.jump_height3/16 blockInstead of 1 1/4 blocks, about an 85% reduction. The Bedrock exclusive features page also says jump height on honey blocks is lower than in Java without giving a number.slideslow, no fall damageEntities pressed against a side slide down slowly like on a ladder; horizontal momentum is reset (no extra jump distance); entities slide much less than in Java; stacks with Slow Falling.fall_damage-80%Falling onto it reduces fall damage by 80%: 10 becomes 2.collision_box14x14x15 pixelsTakes up 16x16x16 pixels but the collision box is 14x14x15, so small entities such as arrows pass through the gap between two honey blocks (Trivia).statesnoneThe wiki lists no block states for honey_block. Numeric ID 473.comparator_readsnoneThe wiki gives no comparator reading for it; it is not a container.quasi_connectivityfalseBedrock has no quasi-connectivity.hardness0Blast resistance 0, any tool, breaks instantly, no light, not flammable, stacks to 64.soundstep.honey_blockWiki Bedrock table: step.honey_block, 'While something is sliding down a honey block', 5 variants, volume 1.0, pitch 1.0.placementanywhereFull-size block with a 14x14x15 pixel collision box; no support needed.interactionnoneRight click does nothing.Sources: minecraft.wiki, Honey Block, Piston, Slime Block, Conductivity, Opacity/Placement, Bedrock Edition exclusive features
Dispenser
minecraft:dispenserA dispenser is a box with a face on it that holds up to 9 stacks of items. Give it a pulse of power and it spits out one item from a random filled slot toward the way it faces. Arrows get shot, water and lava buckets get poured, armor gets put on whoever stands in front, and most other items just drop out. A classic use is an arrow trap: a dispenser full of arrows wired to a pressure plate.
JavaIn Java a dispenser can also fire when the block above it is powered, even if that block is empty air, which surprises a lot of people. Pistons cannot move a dispenser in Java, and it can set down an armor stand item as a real armor stand.
BedrockIn Bedrock only direct power counts, so a dispenser never fires from power above it. Pistons can push a dispenser around in Bedrock, it can throw tridents, and an armor stand item just drops out like any other item.
TipIt fires once per pulse, not once per tick, so a lever held on gives you one shot. Use a clock or an observer chain if you want a stream of items. Empty dispensers make a higher pitched click, so you can hear when one runs dry.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Holds 9 slots of items; right click opens the inventory.
- Delay from activation to ejection: 4 game ticks (2 redstone ticks), 0.2 seconds barring lag.
- Ejects exactly one item per activation, taken from a random occupied slot; the slot is picked at the moment of ejection, not when the power arrived, so items can be moved in or out during the 4 game tick (2 redstone tick) wait.
- Fires only on the rising edge of the input: it does not keep ejecting while the power stays on, it needs power to drop and come back.
- Activated by an adjacent active power component (redstone torch, block of redstone, daylight sensor and so on), an adjacent powered conductive block, a powered repeater or comparator facing it, or powered redstone dust that points at it, runs over it, or is a cross next to it.
- It is a conductive (solid, opaque) block: powering it directly can activate mechanism components next to it, including other dispensers.
- Unlike a dropper, a dispenser never pushes items into a container in front of it; the item is fired or dropped instead.
- Hoppers interact with it normally: a hopper can push items into a dispenser and pull items out of it.
- A comparator reads it like any container: output = floor(1 + 14 x (sum of slot fullness / 9)), where each slot fullness is items in slot / max stack size; empty gives 0, anything inside gives at least 1.
- Can be placed facing any of the 6 directions; it always faces the player who placed it.
- Empty when activated: it makes a slightly higher pitched click (pitch 1.2 instead of 1.0) instead of the launch sound. The dispenser's noise can be heard up to 16 blocks away.
- Shot or launched forward: arrows, tipped arrows, snowballs, eggs, bottles o' enchanting, splash and lingering potions, fire charges, firework rockets and wind charges.
- Placed or used on the block in front: flint and steel lights an air block, ignites TNT or lights a campfire; TNT is placed as a lit entity; empty buckets collect water, lava or powder snow source blocks and filled buckets place them; fish buckets place the water and spawn the fish; glass bottles fill with water from a source or honey from a beehive; water bottles turn dirt, coarse dirt and rooted dirt into mud; bone meal fertilizes the block; glowstone charges an empty or partially filled respawn anchor; honeycomb waxes a copper block; shears shear sheep, bogged, snow golems, mooshrooms and sulfur cubes, harvest honeycomb and unleash leashed mobs; spawn eggs summon the mob; boats are placed on water, minecarts on rails, shulker boxes as blocks; a brush brushes an armadillo.
- Equipped on an eligible entity in the block in front: armor and elytra go on a player, mob or armor stand whose slot is empty (a mob must be able to pick up items); horse armor on a tamed horse or zombie horse; nautilus armor on a tamed nautilus or zombie nautilus; a saddle on a pig, strider, camel, camel husk, tamed horse, donkey, mule, zombie horse, skeleton horse, nautilus or zombie nautilus; a harness on a happy ghast; a carpet on a tamed llama; a chest on a tamed llama, donkey or mule.
- A head or carved pumpkin that completes an iron golem, copper golem, snow golem or wither builds it as if a player did; otherwise it is equipped as a helmet on an entity in front. On Peaceful, wither skeleton skulls are never placed.
- Every other item is simply dropped toward the block it faces, as if a player had used the drop item control.
In Java
- Quasi-connectivity: a dispenser also activates if the block above it would activate a mechanism component, even when that space is air or a non-conductive block, but only when the dispenser itself receives a block update (including a redstone update within two blocks of it).
- Cannot be moved by pistons in Java (it holds a block entity).
- Block states: facing = north (default), south, east, west, up, down; triggered = false (default) or true.
- Spectral arrows (a Java only item) are shot forward like other arrows.
- An armor stand item is placed as an armor stand entity in the block in front (Java only).
- Villagers are eligible to receive dispensed armor (Java only).
- A comparator reading the dispenser through an intervening block outputs 15 no matter the contents if that block is powered to signal strength 15 (Java only).
- Sounds: block.dispenser.dispense (pitch 1.0) when it drops or uses an item, block.dispenser.launch (pitch 1.2) when it shoots, block.dispenser.fail (pitch 1.2) when it is empty.
- History: since Java 1.21 entities shot by a dispenser receive knockback. The wiki says nothing either way for Bedrock, so this is a Java history fact, not a confirmed edition difference.
In Bedrock
- No quasi-connectivity: only power that reaches the dispenser itself counts.
- Can be moved by pistons in Bedrock (Bedrock pistons can push block entities; since v0.15.0 alpha build 1).
- Timing follows the Bedrock tick phases: the dispenser reads and reacts to power only on the input/consume tick (C-tick, the even game tick of each redstone tick), so its response lands on a C-tick.
- Block states: facing_direction = 0 (down, default), 1 (up), 2 (north), 3 (south), 4 (west), 5 (east); triggered_bit = false (default) or true.
- Tridents are thrown forward by a Bedrock dispenser.
- An armor stand item is dropped like any other item; only Java places it as an entity.
- Villagers do not receive dispensed armor in Bedrock.
- Underwater TNT and super fertilizer (Bedrock and Education only items) are handled like TNT and bone meal.
- Sounds: block.click (pitch 1.0) when it drops or uses an item, block.click (pitch 1.2) when it fails to activate, random.bow (pitch 0.83 to 1.25) when it shoots.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Quasi-connectivity is Java only: a Java dispenser fires from power delivered to the block above it (after a block update); a Bedrock dispenser needs power at its own block.
- Pistons: Java pistons cannot move a dispenser; Bedrock pistons can.
- Tick phase: in Bedrock the dispenser can only activate on the C-tick (even game tick); Java has no such phase split.
- Tridents: only a Bedrock dispenser throws a trident; in Java it is dropped like a normal item.
- Armor stands: a Java dispenser places an armor stand item as an entity; a Bedrock dispenser just drops it.
- Villagers: only a Java dispenser can put armor on a villager.
- Spectral arrows exist only in Java, so only Java dispensers shoot them.
- Comparator through a block: in Java a comparator reading the dispenser through a block powered to signal strength 15 outputs 15 regardless of contents; the wiki marks this Java only.
- Block state names differ: Java facing/triggered, Bedrock facing_direction (0 to 5)/triggered_bit.
- Sound events differ: Java block.dispenser.dispense / launch / fail, Bedrock block.click (1.0 and 1.2) / random.bow; both editions use a higher pitched click when empty.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA dispenser never outputs redstone power; it only consumes it.output_strength0No redstone output. Only a comparator can read its contents (see comparator_reads).strong_powernoneIt is a conductive block: a block that is powered next to it passes that on like any solid block, but the dispenser itself never provides power.weak_powernoneSee strong_power.inputany adjacent powerAdjacent active power component, adjacent powered conductive block, powered repeater/comparator facing it, or powered dust pointing at it, on it, or crossing next to it. Plus quasi-connectivity (see below).activation_delay44 game ticks (2 redstone ticks), 0.2 s barring lag, from activation to the item leaving.off_delay0Nothing happens when power stops; it just becomes ready for the next rising edge.pulse_lengthone item per rising edgeEjects exactly one item per activation. Continuous power does not repeat; power must drop and return.min_pulse_detectednot statedThe wiki page gives no minimum pulse length; it only says the dispenser activates on the rising edge and responds 4 game ticks (2 redstone ticks) later.connects_to_dustfalseDust does not visually connect to it; dust that points at it or runs on top of it powers it.transparentfalseOpaque, solid block.conducts_powertrueConductive: powering it directly can activate mechanism components next to it, including other dispensers.movable_by_pistonnoIn Java dispensers cannot be moved by pistons (block entity).stickyfalseNot a sticky block.statesfacing, triggeredfacing: north (default), south, east, west, up, down. triggered: false (default), true.comparator_readscontainer fill levelfloor(1 + 14 x (sum of slot fullness / 9)); slot fullness = count / max stack size. Empty = 0, any item = at least 1. Java only quirk: when read through an intervening block that is powered to signal strength 15, the comparator outputs 15 no matter the contents.quasi_connectivitytrueActivates if the block above it would be activated as a mechanism (even air or a non-conductive block there), but only when the dispenser receives a block update, including a redstone update within two blocks of it.update_orderslot chosen at ejectionThe random slot is chosen when the item is ejected, not when activated, so inventory changes during the 4 game tick (2 redstone tick) wait affect what comes out.max_rangen/aActs on the one block directly in front of its face; projectiles then fly on their own.direction_rules6 directionsFaces any direction; placed facing the player. Items act on or fly toward the block in front of the face.edition_onlyquasi-connectivity, spectral arrows, armor stand placement, villager armor, comparator 15 quirk, no piston movementJava only: fires by quasi-connectivity; cannot be pushed by pistons; shoots spectral arrows (a Java only item); places an armor stand item as an entity; villagers can receive dispensed armor; a comparator reading it through a block powered to 15 outputs 15. History: dispensed entities get knockback since 1.21 (wiki silent for Bedrock).placementanywhereNo support block needed; can face up or down.soundblock.dispenser.dispense / launch / faildispense (pitch 1.0) when it drops or uses an item, launch (pitch 1.2) when it shoots, fail (pitch 1.2, a slightly higher pitched click) when empty. Heard up to 16 blocks away.interactionopens 9 slot inventoryRight click opens it; items can be dragged or shift clicked in and out. Cannot push items into a container in front (unlike a dropper). Hoppers push into and pull from it normally.item_behaviorssee noteShot/launched: arrows, tipped arrows, spectral arrows, snowballs, eggs, bottles o' enchanting, splash and lingering potions, fire charges, firework rockets, wind charges. Placed/used: flint and steel (fire in air, ignites TNT, lights campfire), TNT (lit entity), water/lava/powder snow buckets, fish buckets (water plus the fish), empty bucket (collects), glass bottle (water or honey), water bottle (dirt to mud), bone meal, glowstone (charges respawn anchor), honeycomb (waxes copper), shears (sheep, bogged, snow golems, mooshrooms, sulfur cubes, honeycomb, unleash), spawn eggs, boats (on water), minecarts (on rails), shulker boxes (as block), heads/carved pumpkin (builds golems and withers, else equips as helmet), brush (armadillo), armor stand (placed as entity, Java only). Equipped: armor/elytra on player, mob (including villagers, Java only) or armor stand; horse armor on tamed or zombie horse; nautilus armor on tamed or zombie nautilus; saddle on pig, strider, camel, camel husk, tamed horse, donkey, mule, zombie horse, skeleton horse, nautilus, zombie nautilus; harness on happy ghast; carpet on tamed llama; chest on tamed llama, donkey, mule. Everything else drops. Tridents are dropped in Java.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA dispenser never outputs redstone power; it only consumes it.output_strength0No redstone output. Only a comparator can read its contents (see comparator_reads).strong_powernoneConductive block that can be powered, but never provides power itself.weak_powernoneSee strong_power.inputany adjacent powerAdjacent active power component, adjacent powered conductive block, powered repeater/comparator facing it, or powered dust pointing at it, on it, or crossing next to it. No quasi-connectivity.activation_delay44 game ticks (2 redstone ticks), 0.2 s barring lag. In Bedrock the dispenser only reacts on the input/consume tick (C-tick, the even game tick of a redstone tick), so its response is aligned to a C-tick.off_delay0Nothing happens when power stops; it just becomes ready for the next rising edge.pulse_lengthone item per rising edgeEjects exactly one item per activation. Continuous power does not repeat; power must drop and return.min_pulse_detectednot statedThe wiki page gives no minimum pulse length. Because it reads power only on C-ticks, a pulse must be present on a C-tick to be seen.connects_to_dustfalseDust does not visually connect to it; dust that points at it or runs on top of it powers it.transparentfalseOpaque, solid block.conducts_powertrueConductive: powering it directly can activate mechanism components next to it, including other dispensers.movable_by_pistonyesBedrock pistons can push block entities, so a dispenser can be moved (since v0.15.0 alpha build 1).stickyfalseNot a sticky block.statesfacing_direction, triggered_bitfacing_direction: 0 down (default), 1 up, 2 north, 3 south, 4 west, 5 east. triggered_bit: false (default), true.comparator_readscontainer fill levelfloor(1 + 14 x (sum of slot fullness / 9)); slot fullness = count / max stack size. Empty = 0, any item = at least 1. The Java only quirk of a block powered to 15 forcing an output of 15 is not stated for Bedrock.quasi_connectivityfalseQuasi-connectivity is exclusive to Java; a Bedrock dispenser needs power at its own block.update_orderC-tick, slot chosen at ejectionMechanism components activate during the consume tick (even game tick). The random slot is chosen when the item is ejected, not when activated.max_rangen/aActs on the one block directly in front of its face; projectiles then fly on their own.direction_rules6 directionsFaces any direction; placed facing the player. Items act on or fly toward the block in front of the face.edition_onlypiston movable, tridents, C-tick, underwater TNT, super fertilizer, armor stand dropped, no villager armorBedrock only: can be pushed by pistons; throws tridents; activates only on the C-tick; handles underwater TNT like TNT and super fertilizer like bone meal (Bedrock and Education items). Unlike Java it drops an armor stand item instead of placing it, and villagers cannot receive dispensed armor.placementanywhereNo support block needed; can face up or down.soundblock.click / random.bowblock.click (pitch 1.0) when it drops or uses an item, block.click (pitch 1.2, a slightly higher pitched click) when it fails to activate, random.bow (pitch 0.83 to 1.25) when it shoots. Heard up to 16 blocks away.interactionopens 9 slot inventoryRight click opens it; items can be dragged or shift clicked in and out. Cannot push items into a container in front (unlike a dropper). Hoppers push into and pull from it normally.item_behaviorssee noteShot/launched: arrows, tipped arrows, tridents, snowballs, eggs, bottles o' enchanting, splash and lingering potions, fire charges, firework rockets, wind charges. Placed/used: flint and steel (fire in air, ignites TNT, lights campfire), TNT and underwater TNT (lit entity), water/lava/powder snow buckets, fish buckets (water plus the fish), empty bucket (collects), glass bottle (water or honey), water bottle (dirt to mud), bone meal and super fertilizer, glowstone (charges respawn anchor), honeycomb (waxes copper), shears (sheep, bogged, snow golems, mooshrooms, sulfur cubes, honeycomb, unleash), spawn eggs, boats (on water), minecarts (on rails), shulker boxes (as block), heads/carved pumpkin (builds golems and withers, else equips as helmet), brush (armadillo). Equipped: armor/elytra on player, mob or armor stand (villagers excluded); horse armor on tamed or zombie horse; nautilus armor on tamed or zombie nautilus; saddle on pig, strider, camel, camel husk, tamed horse, donkey, mule, zombie horse, skeleton horse, nautilus, zombie nautilus; harness on happy ghast; carpet on tamed llama; chest on tamed llama, donkey, mule. Armor stand items are dropped, not placed. Everything else drops.Sources: minecraft.wiki, Dispenser, Dispenser, Dispenser, Dispenser, Dispenser, Dropper, Redstone Comparator, Hopper, Piston, Quasi-connectivity, Redstone mechanics, Tick
Dropper
minecraft:dropperA dropper is a box with 9 slots that spits out one item each time it gets a burst of power. If it points at a chest, hopper, or another container, the item goes straight inside instead of being thrown. It looks like a dispenser but it never shoots or uses items, it only drops them. Builders use it to move items upward or to feed items into a machine one at a time, for example a dropper chain that carries items up a tower.
JavaIn Java a dropper can also fire when the block above it gets powered, a quirk called quasi-connectivity, and a piston cannot push it.
BedrockIn Bedrock only power touching the dropper itself sets it off, and a piston can push it around.
TipPower it with a clock (a repeating pulse) and it will drop one item per pulse, so the pulse count is your item count. Hold power on it and it fires only once, and any extra pulses that arrive during its short delay are ignored.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Activation delay: 4 game ticks (2 redstone ticks, 0.2 s) between being activated and the item leaving.
- During those 4 game ticks (2 redstone ticks) additional inputs are ignored: a second rising edge inside the delay does not queue a second ejection.
- Fires once per activation: ejection happens on the rising edge of the input only. Holding the signal on does not keep it firing; it must turn off and on again.
- One item per activation. If several slots hold items, a random occupied slot is chosen.
- The slot is chosen when the item is ejected (4 game ticks after activation), not when the dropper is activated, so items can be moved into or out of the dropper between activation and ejection.
- Facing a container (chest, hopper, furnace, another dropper, and so on): the item is moved into that container. If the container is full or the item cannot go in, the dropper does not activate.
- Facing air or a non-container block: the item is thrown out in the facing direction, like a player pressing drop.
- A dropper facing a hopper can push items into it even while that hopper is locked by a redstone signal.
- Activated by: an adjacent active power component (a redstone torch attached to the dropper itself does not count), an adjacent powered opaque block (strongly or weakly powered), a powered repeater or comparator facing it, or powered dust pointing at it or lying on top of it.
- Opaque block: a strongly powered dropper passes power on to neighbors, so adjacent mechanism components (including other droppers) can fire too.
- Can face any of 6 directions, including up and down. The output faces toward the player when placed.
- Comparator reading: signal = floor(1 + (sum of slot fullness / 9) * 14). Empty gives 0, completely full gives 15, any item at all gives at least 1. Items that stack to 16 count 4 times as much per item, items that stack to 1 count 64 times as much.
- 9 slot inventory, opened with the use item control.
- Silent when the item goes into a chest, barrel, or another container; the sound plays only when it throws an item into the air or fails to activate.
- Hardness 3.5, blast resistance 3.5, needs a pickaxe.
In Java
- Quasi-connectivity: the dropper also activates if any of the normal activation methods would activate a mechanism component in the block directly above it, even when that block is air or transparent.
- Immediate quasi-connectivity: power sources that send block updates up to two blocks away (redstone dust, repeater, comparator, redstone torch) and components that update the neighbors of their attachment block (buttons, levers, pressure plates, weighted pressure plates, detector rails, trapped chests, tripwire hooks) fire the dropper at once when they power the space above it.
- Update-based quasi-connectivity: if the space above is powered without the dropper itself being updated (for example by a powered solid block above it, a daylight detector, or a button, lever or tripwire hook attached sideways), the dropper does not fire until it receives a block update (including a redstone update within two blocks): the classic BUD behavior.
- Cannot be moved by pistons (it holds a block entity).
- Block states: facing (north default; down, east, north, south, up, west) and triggered (false default; true while activated).
- Sounds: block.dispenser.dispense when it drops an item (volume 1.0, pitch 1.0), block.dispenser.fail when it fails to activate (volume 1.0, pitch 1.2), block.chest.locked when a locked dropper is opened (volume 1.0, pitch 1.0).
- Block entity tags: Items, lock, CustomName, LootTable, LootTableSeed. The lowercase lock tag is an item predicate (for example a required custom name); the dropper only opens for a player holding a matching item.
In Bedrock
- No quasi-connectivity: only power reaching the dropper block itself activates it.
- Can be pushed by pistons (Bedrock moves blocks with block entities; droppers became movable in Pocket Edition v0.15.0).
- Redstone runs on a two phase tick: components output on odd game ticks (produce tick, P-tick) and mechanism components read and react on even game ticks (consume tick, C-tick).
- The dropper can only activate on the input/consumer redstone tick (C-tick), so its 4 game tick (2 redstone tick) delay starts from a C-tick.
- Block states: facing_direction (0 down, 1 up, 2 north, 3 south, 4 west, 5 east; default 0) and triggered_bit (false default; true while activated). Numeric id 125, block entity Dropper.
- Sounds: block.click when it drops an item (volume 1.0, pitch 1.0) and block.click when it fails to activate (volume 1.0, pitch 1.2).
- Block entity fields: Items, LootTable, LootTableSeed, CustomName. No lock tag exists in Bedrock.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Quasi-connectivity: Java droppers also fire when the block above them is powered; Bedrock droppers do not.
- Pistons: Java pistons cannot move a dropper; Bedrock pistons can push it.
- Block update quirk: in Java a dropper powered through quasi-connectivity fires at once from dust, repeaters, comparators, torches and attached switches, but waits for a block update when the space above is powered by a powered block, a daylight detector or a sideways-attached switch; Bedrock has no such case because it has no quasi-connectivity.
- C-tick alignment: in Bedrock the dropper can only activate on the input/consumer redstone tick (even game ticks); Java has no phase restriction and reacts to the activation as it arrives.
- State names differ: Java uses facing and triggered, Bedrock uses facing_direction (0 to 5) and triggered_bit.
- Sounds differ: Java plays block.dispenser.dispense / block.dispenser.fail (and block.chest.locked for a locked dropper); Bedrock plays block.click for both dropping and failing.
- Lock tag: Java droppers can be locked with the lowercase lock item predicate tag; Bedrock has no lock tag.
- Comparator through a block: in Java, if the block between a comparator and the dropper is powered to signal strength 15, the comparator outputs 15 no matter the fullness of the dropper; the wiki marks this Java only.
- Timing model: Bedrock evaluates redstone in produce and consume phases on alternating game ticks; the wiki states the 4 game tick (2 redstone tick) dropper delay without an edition marker, so the site treats it as the same in both.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA dropper never emits redstone power; it only reacts to it.output_strength0No redstone output. Its inventory can be read by a comparator (see comparator_reads).strong_powernoneIt is an opaque block, so it can itself be strongly or weakly powered and will then power neighbors like any solid block.weak_powernoneSame as strong_power: it conducts as an opaque block but has no output of its own.inputadjacent power component, powered opaque block, repeater or comparator facing it, dust pointing at it or on top of itA redstone torch attached to the dropper itself does not activate it. Quasi-connectivity applies (see quasi_connectivity).activation_delay4 game ticks2 redstone ticks (0.2 s) between activation and the item leaving. Additional inputs during this delay are ignored.off_delay0 game ticksNothing happens on deactivation; the triggered state simply clears so the next rising edge can fire it.pulse_lengthone item per rising edgeFires once per activation only. A constant signal fires it once; it must go off and on again to fire again.min_pulse_detectednot stated on the wikiThe Dropper page gives no minimum pulse length; treat any rising edge as enough. A second rising edge inside the 4 game tick (2 redstone tick) delay is ignored and does not queue a second ejection.connects_to_dustnoDust does not point into a dropper on its own; dust must be aimed at it or laid on top of it to power it.transparentfalseOpaque block. When powered it passes power to adjacent components, including other droppers.conducts_powertrueBehaves as a solid opaque block for power conduction.movable_by_pistonnoCannot be pushed or pulled because it holds a block entity.stickyfalseNot sticky; nothing sticks to it.statesfacing=north|down|east|south|up|west; triggered=false|truefacing default north: the direction contents are dropped. triggered default false: true while the block is activated.comparator_readscontainer fill levelsignal = floor(1 + (sum of slot fullness / 9) * 14). Empty 0, full 15, any item at least 1. 16-stack items count 4x per item, 1-stack items count 64x. Java only: if the comparator reads the dropper through an intervening block and that block is powered to signal strength 15, the comparator outputs 15 no matter the fullness.quasi_connectivitytrueAlso activates if a normal activation method would activate a mechanism component in the block directly above it, even if that block is air. Immediate from dust, repeaters, comparators, torches and attached switches (buttons, levers, pressure plates, detector rails, trapped chests, tripwire hooks). If the space above is powered by a powered block, a daylight detector or a sideways-attached switch, it does not fire until a block update arrives (including a redstone update within two blocks).update_orderscheduled tick after 4 game ticksActivation sets triggered and schedules the ejection 4 game ticks (2 redstone ticks) later; inputs during the delay are ignored. The slot is chosen at ejection, not at activation, so the inventory can change in between. Random occupied slot chosen when several slots hold items.max_range1 blockOnly affects the block directly in front: inserts into a container there, or throws the item out into it.direction_rules6 directionsFaces toward the player when placed, including straight up or down. Items go out the facing side only.container_targetinsert into container in frontIf the block in front is a container the item is transferred in. Full container or item that cannot be inserted: the dropper does not activate. It can insert into a hopper locked by redstone.edition_onlyquasi-connectivity; immovable by pistons; lock tag; comparator 15 through powered blockAll are Java only per the wiki.placementany block position, no support neededOutput faces toward the player at placement.soundblock.dispenser.dispense / block.dispenser.failblock.dispenser.dispense when it drops an item (volume 1.0, pitch 1.0), block.dispenser.fail when it fails to activate (volume 1.0, pitch 1.2), block.chest.locked when a locked dropper is opened (volume 1.0, pitch 1.0). Silent when the item goes into a container.interactionopens 9 slot GUIUse item control opens it. Block entity tags: Items, lock, CustomName, LootTable, LootTableSeed. The lowercase lock tag is an item predicate (for example a required custom name); only a player holding a matching item can open it.hardness3.5Blast resistance 3.5, mined with a pickaxe, drops itself and its contents.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA dropper never emits redstone power; it only reacts to it.output_strength0No redstone output. Its inventory can be read by a comparator (see comparator_reads).strong_powernoneIt is an opaque block, so it can itself be strongly or weakly powered and will then power neighbors like any solid block.weak_powernoneSame as strong_power: it conducts as an opaque block but has no output of its own.inputadjacent power component, powered opaque block, repeater or comparator facing it, dust pointing at it or on top of itA redstone torch attached to the dropper itself does not activate it. Power must reach the dropper block itself: no quasi-connectivity.activation_delay4 game ticks2 redstone ticks (0.2 s). The wiki gives this delay with no edition marker. The dropper can only activate on the input/consumer redstone tick (C-tick, even game ticks), so the delay starts from a C-tick. Additional inputs during the delay are ignored.off_delay0 game ticksNothing happens on deactivation; triggered_bit clears so the next rising edge can fire it.pulse_lengthone item per rising edgeFires once per activation only. A constant signal fires it once; it must go off and on again to fire again.min_pulse_detectednot stated on the wikiThe Dropper page gives no minimum pulse length; treat any rising edge read on a C-tick as enough. A second rising edge inside the 4 game tick (2 redstone tick) delay is ignored and does not queue a second ejection.connects_to_dustnoDust does not point into a dropper on its own; dust must be aimed at it or laid on top of it to power it.transparentfalseOpaque block. When powered it passes power to adjacent components, including other droppers.conducts_powertrueBehaves as a solid opaque block for power conduction.movable_by_pistonyesBedrock pistons can move blocks that hold block entities, droppers included (movable since Pocket Edition v0.15.0).stickyfalseNot sticky; nothing sticks to it.statesfacing_direction=0..5; triggered_bit=false|truefacing_direction default 0: 0 down, 1 up, 2 north, 3 south, 4 west, 5 east. triggered_bit default false: true while activated. Numeric id 125, block entity Dropper.comparator_readscontainer fill levelsignal = floor(1 + (sum of slot fullness / 9) * 14). Empty 0, full 15, any item at least 1. 16-stack items count 4x per item, 1-stack items count 64x. The Java-only rule about a powered intervening block forcing 15 is not stated for Bedrock.quasi_connectivityfalseBedrock has no quasi-connectivity: powering the block above a dropper does nothing to it.update_orderC-tick only, scheduled 4 game ticksComponents output on odd game ticks (produce tick, P-tick) and mechanism components read and react on even game ticks (consume tick, C-tick). The dropper can only activate on the C-tick; the ejection follows 4 game ticks (2 redstone ticks) later and inputs during the delay are ignored. The slot is chosen at ejection, not at activation. Random occupied slot chosen when several slots hold items.max_range1 blockOnly affects the block directly in front: inserts into a container there, or throws the item out into it.direction_rules6 directionsFaces toward the player when placed, including straight up or down. Items go out the facing side only.container_targetinsert into container in frontIf the block in front is a container the item is transferred in. Full container or item that cannot be inserted: the dropper does not activate. It can insert into a hopper locked by redstone.edition_onlymovable by pistons; C-tick only activation; two phase redstone tickAll are Bedrock only per the wiki.placementany block position, no support neededOutput faces toward the player at placement.soundblock.clickblock.click when it drops an item (volume 1.0, pitch 1.0) and block.click when it fails to activate (volume 1.0, pitch 1.2). Silent when the item goes into a container.interactionopens 9 slot GUIUse item control opens it. Block entity fields: Items, LootTable, LootTableSeed, CustomName (plus id, x, y, z). No lock tag exists in Bedrock.hardness3.5Blast resistance 3.5, mined with a pickaxe, drops itself and its contents.Sources: minecraft.wiki, Dropper, Redstone Comparator, Piston, Quasi-connectivity, Redstone mechanics, Bedrock Edition level format/Block entity format
Transport 4
Rails, hoppers and what rides on them.
Hopper
minecraft:hopperA hopper is a funnel with 5 item slots that moves items for you. It sucks up items dropped on top of it, pulls items out of a chest sitting above it, and pushes items out of its spout into whatever container the spout points at. Give it redstone power and it freezes: nothing moves in or out on its own until the power goes away. Chain hoppers together to feed a furnace, empty a chest, or sort a whole storage room without touching anything.
JavaIn Java a hopper never moves when a piston pushes it, and redstone two blocks above it does nothing to it. Lock it with a lever or a comparator and it stops the instant the power arrives.
BedrockIn Bedrock a piston can push a hopper around, and the lock only takes hold on a certain half of the tick, so a very short pulse can slip past it. Otherwise it feels the same: power it to freeze it.
TipPoint the hopper at a chest when you place it (aim at the chest side you want the spout to touch, and sneak if the block would open instead). It never turns after placement. To pause a vertical hopper column you must lock two hoppers in a row, because a locked hopper can still have its items pulled out from below.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- A hopper is a container with 5 slots. Using it (right click) opens its GUI.
- Every operation it runs in order: first push one item into the container the spout faces, then, if the block above is a container, pull one item from it, otherwise collect item entities from the whole block space above.
- After a push, pull or collect the hopper enters a cooldown of 8 game ticks (4 redstone ticks), that is 0.4 s, giving 2.5 items per second.
- Having an item pushed into it while it already holds items does not start a cooldown.
- Powered = locked: all three functions (push, pull, collect) stop while the hopper receives a redstone signal, and resume when the signal ends.
- A locked hopper still receives items pushed into it by droppers, crafters and other hoppers, and a hopper underneath can still pull items out of it. One locked hopper stops a horizontal pipe; a vertical pipe needs two adjacent hoppers locked at the same time.
- Activation follows the normal mechanism rule: an adjacent power component, a powered block next to it, powered redstone dust pointing into it or lying on top of it, or a powered repeater or comparator pointing into it.
- The hopper is a non-conductive (transparent) block: it cannot itself be powered, it does not cut redstone dust, and dust on top of it can carry a signal diagonally upward but not diagonally downward (the transparent diode).
- A hopper gives no redstone output by itself. A comparator reads its fill level: signal strength = floor(1 + (sum of slot fullnesses / 5) x 14), where a slot's fullness is its item count divided by that item's max stack size.
- Comparator reading for 64-stackable items: 1 item gives 1, 23 items give 2, 46 give 3, 69 give 4, 92 give 5, 115 give 6, 138 give 7, 161 give 8, 184 give 9, 206 give 10, 229 give 11, 252 give 12, 275 give 13, 298 give 14, and 320 items (5 full stacks) give 15. An empty hopper gives 0.
- A hopper does not produce block updates when its state changes, but it does produce comparator updates.
- A hopper always pushes or pulls from the leftmost available slot, and prefers pulling from the first slot of the source container over filling its own first slot.
- In a vertical pipe pulling from a single container the rate stays at 2.5 items per second; when a stack of items sits in the vertical pipe, items can move twice as fast.
- Placement: the spout faces the surface you aim at; aiming at the bottom face of a block makes it face down; sneak to place it on a block that would otherwise open (chest, furnace). It never changes direction after placement.
- Rails can be placed on the top face of a hopper. A detector rail in the right spot locks the hopper like any other power source.
- An unlocked hopper fills a minecart with chest or minecart with hopper whose hitbox overlaps its target block space, and a hopper under the track pulls items out of a minecart with hopper.
- Furnace rules: from above it feeds the ingredient slot only, from the side it feeds fuel only, from below it takes the output slot and empty buckets from the fuel slot. Brewing stand: above feeds the ingredient, side feeds blaze powder or bottles, below takes the bottles. A double chest counts as one container.
- Hoppers cannot interact with ender chests, and cannot put a shulker box inside another shulker box. Into a decorated pot they can push up to one stack of a single item type. From above a composter they push compostable items; from below they pull bone meal at stage 8.
- Hardness 3, blast resistance 4.8, needs a wooden pickaxe or better to drop.
In Java
- When another hopper pushes an item into an EMPTY hopper, that hopper's cooldown is 7 game ticks (3.5 redstone ticks) instead of 8.
- Removing power does not reset the cooldown: an unlocked hopper resumes immediately from wherever its cooldown was.
- A hopper cannot collect item entities when a full block is directly above it, except a beehive or bee nest.
- Not affected by quasi-connectivity: a signal at the block two above the hopper does nothing (dispensers, droppers and pistons are the only quasi-connected blocks).
- Cannot be moved by pistons.
- Block states: enabled true/false (false while powered), facing down/east/north/south/west.
- In a vertical hopper pipe some hoppers may never give a comparator reading above 0 even with a continuous stream; in a horizontal pipe a comparator reads each item individually.
- Listed as transparent for light.
- Performance: a hopper chain topped with composters, storage containers or full blocks runs cheaper; composters are the best block for this.
- A minecart with hopper pulls one item every game tick (20 items per second), eight times a normal hopper.
- Unique sound: Chest locked (Java only).
In Bedrock
- When an item is pushed into an EMPTY hopper it starts the normal 8 game tick (4 redstone tick) cooldown.
- Hoppers can only be locked on the input/consume redstone tick (the C-tick, the second phase of an even game tick), so a signal that begins and ends between C-ticks may not lock the hopper.
- Can be moved by pistons (since 0.15.0).
- Block states: facing_direction 0 down, 2 north, 3 south, 4 west, 5 east; toggle_bit true means locked.
- No quasi-connectivity exists in Bedrock, so only direct power locks it.
- Light: partial, it diffuses sky light.
- Performance: a hopper chain with air or non-container blocks on top runs cheaper.
- A minecart with hopper pulls one item every 2 game ticks (1 redstone tick), 10 items per second, four times a normal hopper.
- A minecart with hopper on a curved rail pulls items from a hopper one block ahead and one block up if that hopper's spout points down.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Empty-hopper cooldown: Java 7 game ticks (3.5 redstone ticks) when a hopper pushes into an empty hopper; Bedrock always 8 game ticks (4 redstone ticks).
- Locking timing: Java locks the moment the signal arrives and unlocking resumes at once without resetting the cooldown; Bedrock can only lock on the C-tick (input/consume phase of an even game tick).
- Pistons: Java hoppers cannot be moved by pistons; Bedrock hoppers can.
- Collecting: Java hoppers cannot collect items through a full block above (except beehives and bee nests); the wiki gives no such rule for Bedrock.
- Quasi-connectivity: only exists in Java, and even there the hopper is not affected by it; in Bedrock the question does not arise.
- Block states: Java uses enabled + facing (down/east/north/south/west); Bedrock uses facing_direction 0 to 5 + toggle_bit.
- Performance: Java prefers composters or full blocks on top of a hopper chain; Bedrock prefers air or non-containers on top.
- Minecart with hopper speed: Java 20 items per second (1 per game tick); Bedrock 10 items per second (1 per 2 game ticks).
- Light: Java transparent; Bedrock partial (diffuses sky light).
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseOutputs nothing by itself; only a comparator can read it.output_strength0No redstone output. Comparator reading is a separate fact.strong_powernoneA hopper never powers anything.weak_powernoneA hopper never powers anything.inputany redstone signal into the hopper blockAdjacent power component, powered block, dust pointing into it or on top of it, repeater or comparator pointing into it. Power = locked.activation_delay0 game ticksLocks as soon as the signal arrives (0 redstone ticks); the wiki gives no lock delay for Java.off_delay0 game ticksUnlocking begins operation immediately; depowering does not reset the cooldown.transfer_cooldown8 game ticks4 redstone ticks (0.4 s) after each push, pull or collect: 2.5 items per second.empty_hopper_push_cooldown7 game ticks3.5 redstone ticks when a hopper pushes an item into an empty hopper (Java only).operation_orderpush, pull, collectPush first; pull only if the block above is a container; otherwise collect item entities from the block space above.locked_still_receivestrueDroppers, crafters and hoppers can still push into a locked hopper, and a hopper below can still pull from it. Vertical pipe needs 2 adjacent locked hoppers to stop.collect_blocked_by_full_block_abovetrueCannot collect item entities through a full block above, except beehive and bee nest.connects_to_dustfalseDust does not point into a hopper; dust on top of it still locks it and carries a signal diagonally up but not diagonally down.transparenttrueNon-conductive block: cannot be powered, does not cut dust, transparent diode when dust sits on it.conducts_powerfalseNever becomes a powered block.movable_by_pistonnoHoppers cannot be moved by pistons in Java.stickyfalseNot a sticky block.statesenabled, facingenabled true/false (false while powered); facing down, east, north, south, west.comparator_readscontainer fill levelfloor(1 + (sum of slot fullness / 5) x 14): 1 item = 1, 23 = 2, 46 = 3, 69 = 4, 92 = 5, 115 = 6, 138 = 7, 161 = 8, 184 = 9, 206 = 10, 229 = 11, 252 = 12, 275 = 13, 298 = 14, 320 (5 stacks of 64) = 15. Empty = 0. Vertical pipes may read 0 while items stream through.quasi_connectivityfalseOnly dispensers, droppers and pistons are quasi-connected; a signal two blocks above a hopper does nothing.update_orderno block updates on state changeChanging state produces comparator updates only, not block updates.max_range1 blockPushes into the block the spout faces; pulls from the block above; collects from the block space above.direction_rulesspout faces the aimed surfaceAiming at a bottom face gives facing down; sneak to place on interactable blocks; never turns after placement.placementany position, no support neededRails can go on its top face. Hardness 3, blast resistance 4.8, wooden pickaxe or better.slots5Uses the leftmost available slot; prefers pulling from the first slot of the source container.container_special_casesfurnace, brewing stand, composter, double chest, decorated pot, ender chest, shulker boxFurnace: top = ingredient, side = fuel, bottom = output + empty buckets. Brewing stand: top = ingredient, side = blaze powder or bottles, bottom = bottles. Composter: top pushes compostables, bottom pulls bone meal at stage 8. Double chest = one container. Decorated pot takes up to one stack of one item type. Ender chest: no interaction. Shulker box never goes inside a shulker box.minecart_with_hopper_rate1 item per game tick20 items per second, eight times a block hopper; a hopper under the track pulls from the cart.soundgeneric block soundsPlus the Java only 'Chest locked' sound.interactionopens the 5 slot GUIUse (right click) to open.edition_only7 game tick empty push cooldown, immune to pistons, full block above blocks collectingJava specific hopper rules on the wiki.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseOutputs nothing by itself; only a comparator can read it.output_strength0No redstone output. Comparator reading is a separate fact.strong_powernoneA hopper never powers anything.weak_powernoneA hopper never powers anything.inputany redstone signal into the hopper blockAdjacent power component, powered block, dust pointing into it or on top of it, repeater or comparator pointing into it. Power = locked (toggle_bit true).activation_delaynext C-tickCan only lock on the input/consume redstone tick (C-tick), the second phase of an even numbered game tick; a signal that misses that phase does not lock it. The wiki gives no other number.off_delaynot stated on the wikiThe wiki states only that activity resumes once power is lost.transfer_cooldown8 game ticks4 redstone ticks (0.4 s) after each push, pull or collect: 2.5 items per second.empty_hopper_push_cooldown8 game ticks4 redstone ticks; Bedrock has no 7 tick special case.operation_orderpush, pull, collectPush first; pull only if the block above is a container; otherwise collect item entities from the block space above.locked_still_receivestrueDroppers, crafters and hoppers can still push into a locked hopper, and a hopper below can still pull from it. Vertical pipe needs 2 adjacent locked hoppers to stop.collect_blocked_by_full_block_abovenot stated on the wikiThe full block rule on the wiki is tagged Java only.connects_to_dustfalseDust does not point into a hopper; dust on top of it still locks it and carries a signal diagonally up but not diagonally down.transparenttrueNon-conductive block: cannot be powered, does not cut dust. For light it is partial (diffuses sky light).conducts_powerfalseNever becomes a powered block.movable_by_pistonyesBedrock hoppers can be moved by pistons (since 0.15.0).stickyfalseNot a sticky block.statesfacing_direction, toggle_bitfacing_direction 0 down, 2 north, 3 south, 4 west, 5 east; toggle_bit true = locked.comparator_readscontainer fill levelfloor(1 + (sum of slot fullness / 5) x 14): 1 item = 1, 23 = 2, 46 = 3, 69 = 4, 92 = 5, 115 = 6, 138 = 7, 161 = 8, 184 = 9, 206 = 10, 229 = 11, 252 = 12, 275 = 13, 298 = 14, 320 (5 stacks of 64) = 15. Empty = 0.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock; only direct power locks the hopper.update_orderno block updates on state changeChanging state produces comparator updates only, not block updates. Bedrock processes redstone in tick phases; the lock is read on the C-tick.max_range1 blockPushes into the block the spout faces; pulls from the block above; collects from the block space above.direction_rulesspout faces the aimed surfaceAiming at a bottom face gives facing down; sneak to place on interactable blocks; never turns after placement.placementany position, no support neededRails can go on its top face. Hardness 3, blast resistance 4.8, wooden pickaxe or better.slots5Uses the leftmost available slot; prefers pulling from the first slot of the source container.container_special_casesfurnace, brewing stand, composter, double chest, decorated pot, ender chest, shulker boxFurnace: top = ingredient, side = fuel, bottom = output + empty buckets. Brewing stand: top = ingredient, side = blaze powder or bottles, bottom = bottles. Composter: top pushes compostables, bottom pulls bone meal at stage 8. Double chest = one container. Decorated pot takes up to one stack of one item type. Ender chest: no interaction. Shulker box never goes inside a shulker box.minecart_with_hopper_rate1 item per 2 game ticks1 redstone tick, 10 items per second, four times a block hopper. On a curved rail it also pulls from a down-facing hopper one block ahead and one block up.soundgeneric block soundsNo unique hopper sound listed for Bedrock.interactionopens the 5 slot GUIUse (right click) to open.edition_onlyC-tick lock timing, pushable by pistons, air on top is fastestBedrock specific hopper rules on the wiki.Sources: minecraft.wiki, Hopper, Redstone Comparator, Redstone mechanics, Conductivity, Redstone circuits/Transmission, Tutorial:Quasi-connectivity, Minecart with Hopper
Rail
minecraft:railA rail is the plain track that minecarts ride on. It sits on top of a block, can go straight, turn a corner, or climb one block at a time, and it snaps itself into shape to join the rails next to it. Power does not make it push a cart, but power can flip a corner rail at a T-junction so the cart goes the other way, which is how you build a switch track. Example: a mine track that carries you and your loot from a mineshaft back up to your base.
JavaWhen you place a rail with nothing next to it, it points the way you are facing. Most mobs will not walk across rails, so a rail line is a soft fence.
BedrockWhen you place a rail with nothing next to it, it always lies north to south, so you may need to place a second rail to turn it. If you are riding, you can still nudge the cart up a hill at the lowest speed.
TipA fresh T or cross junction always curves toward the south or east. If a cart goes the wrong way at a junction, give the corner rail redstone power and it flips to the other curve.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Not a power source and gives no output: a rail has no signal strength and a comparator reads nothing from it.
- Only redstone effect: a curved rail at a T-junction can be rotated by applying redstone power. If a rail is not in its most preferred available state, it changes to that preferred state when it is updated via redstone power.
- Fresh junctions obey the south-east rule: a rail placed into a T or a + intersection curves toward the south or east; when powered the curve swings away from the south or east.
- The wiki gives no tick delay for this change: activation delay 0 game ticks (0 redstone ticks), it happens on the block update that carries the power.
- Placement: needs a block with a rim on top, that is a full block, a hopper, a top slab, an upside-down stair or a top trapdoor. It cannot attach to the side or bottom of a block.
- A placed rail configures itself straight or curved to join the rails around it. At the end of a line it continues that line; between two rails it becomes straight or curved to join both; between three it curves to join two of them.
- When more than one connection is possible a rail prefers, in order: west, east, south, north.
- Placed next to a rail one block up or down it becomes a ramp (1 block of rise per rail). A block above the downhill end of a ramp stops carts going down but not up.
- T-junction traffic: a cart goes straight through when it enters from the back of the curve and follows the curve when it enters from either of the other two legs.
- 4-way junction with no curve: carts pass straight through; entering from east or west the cart turns by the south-east rule. A 4-way center rail placed last always curves south to east.
- Downhill rule: at non-curve junctions a cart always goes downhill if it can, ignoring the south-east rule.
- If a straight rail leads into a curved rail it does not connect to, the cart runs over the gap and keeps going straight across the curve.
- Cart speed limit on rails is 8 blocks per second per axis (11.314 blocks per second diagonally across a turn). From a standstill most carts need 7 powered rails to reach full speed.
- Placing curved rails on every other block lets a cart travel a straight line at 10 blocks per second.
- Climbing: an empty cart at full speed climbs 10 blocks on unpowered rail; with a rider a cart climbs at most 24 blocks before stopping.
- Can be waterlogged: placing it into a source block makes it waterlogged. Water no longer sweeps rails away.
- Pistons: pushed by pistons and pulled by sticky pistons, but the rail breaks and drops as an item if it ends up unsupported.
- Transparent, non-conductive block: it is a partial block 2/16 high that visually floats 1/16 above its support, so it does not conduct power and no component can be placed on it.
- A rail that changes shape sends block updates up to two blocks away by taxicab distance: flat rails only downward, sloped rails up and down.
- Hardness 0.7, mined fastest with a pickaxe, always drops itself. Crafted from 6 iron ingots and 3 sticks for 16 rails.
In Java
- A rail placed with no rail next to it points in the direction the player is facing.
- Block state shape has 10 values: north_south, east_west, north_east, north_west, south_east, south_west, ascending_east, ascending_north, ascending_south, ascending_west, plus waterlogged true/false.
- Most mobs avoid walking on rails.
- Derailing at corners and higher top speed exist only inside the Minecart Improvements experimental data pack; they are not default behavior.
- Place sound: block.metal.place.
In Bedrock
- A rail placed with no rail next to it always lies straight north to south.
- Block state rail_direction has 10 values: 0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south, 6 curve south-east, 7 curve south-west, 8 curve north-west, 9 curve north-east.
- Speed drops faster going uphill, but a riding player can still push the cart uphill at the lowest speed.
- Place sound: use.stone.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Lone rail orientation: Java points it the way the player faces, Bedrock always lays it north-south.
- State names: Java uses shape (10 values) plus waterlogged, Bedrock uses rail_direction (0 to 9).
- Mobs: the wiki states that in Java most mobs avoid walking on rails; it gives no general rule for Bedrock.
- Uphill riding: in Bedrock a riding player can keep moving the cart uphill at the lowest speed; the wiki marks this as Bedrock only.
- Experimental cart physics (derailing at corners, faster carts) exist only as a Java experimental data pack.
- Place sound differs: Java block.metal.place, Bedrock use.stone.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA rail never emits a signal.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputredstone power on the railWhen the rail is updated via redstone power it changes to its most preferred available state; a curved rail at a T-junction is rotated by power.activation_delay0 game ticks (0 redstone ticks)The wiki gives no delay; the shape change happens on the update that carries the power.off_delay0 game ticks (0 redstone ticks)The wiki gives no delay for the change back when power is removed.connects_to_dustfalseDust does not point at or run onto a rail; a rail is not a full block.transparenttruePartial block, 2/16 high, visually floating 1/16 above its support.conducts_powerfalseNon-conductive: it cannot be powered as a block and passes no power through.movable_by_pistonyesPushed by pistons and pulled by sticky pistons; breaks and drops as an item if it becomes unsupported.stickyfalseNot sticky.statesshape, waterloggedshape: north_south, east_west, north_east, north_west, south_east, south_west, ascending_east, ascending_north, ascending_south, ascending_west. waterlogged: true/false.comparator_readsnothingNot a container and has no signal.quasi_connectivityfalseThe wiki does not describe quasi-connectivity for rails.update_orderblock updates up to 2 blocks awayA rail that changes shape sends block updates up to two blocks away by taxicab distance: flat rails only downward, sloped rails up and down.max_range8 blocks per second per axisCart speed limit on rails; 11.314 blocks per second diagonally across a turn; 7 powered rails from standstill to full speed; empty cart climbs 10 blocks, ridden cart at most 24.direction_rulesprefers west, east, south, north; junctions curve south or eastT-junction: straight from the back of the curve, follows the curve from the other two legs. 4-way with no curve: straight through, from east or west turns by the south-east rule. Downhill always wins at non-curve junctions. Powered T-junction curve swings away from south or east.placementtop of a block with a rimFull block, hopper, top slab, upside-down stair or top trapdoor. Not on sides or undersides. A lone rail faces the way the player is facing. Can be placed into a water source and becomes waterlogged.soundblock.metal.placePlace sound in Java.interactionnoneRight click does nothing to the rail itself.edition_onlyplayer-facing lone rail; mobs avoid rails; Minecart Improvements experimentMost mobs avoid walking on rails in Java. Derailing and faster carts exist only in the Minecart Improvements experimental data pack, not by default.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA rail never emits a signal.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputredstone power on the railWhen the rail is updated via redstone power it changes to its most preferred available state; a curved rail at a T-junction is rotated by power. The wiki marks no Bedrock difference here.activation_delay0 game ticks (0 redstone ticks)The wiki gives no delay; the shape change happens on the update that carries the power.off_delay0 game ticks (0 redstone ticks)The wiki gives no delay for the change back when power is removed.connects_to_dustfalseDust does not point at or run onto a rail; a rail is not a full block.transparenttruePartial block, 2/16 high, visually floating 1/16 above its support.conducts_powerfalseNon-conductive: it cannot be powered as a block and passes no power through.movable_by_pistonyesPushed by pistons and pulled by sticky pistons; breaks and drops as an item if it becomes unsupported.stickyfalseNot sticky.statesrail_direction 0..90 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south, 6 curve south-east, 7 curve south-west, 8 curve north-west, 9 curve north-east.comparator_readsnothingNot a container and has no signal.quasi_connectivityfalseBedrock has no quasi-connectivity.update_orderblock updates up to 2 blocks awayA rail that changes shape sends block updates up to two blocks away by taxicab distance: flat rails only downward, sloped rails up and down.max_range8 blocks per second per axisCart speed limit on rails; 11.314 blocks per second diagonally across a turn; 7 powered rails from standstill to full speed; empty cart climbs 10 blocks, ridden cart at most 24. Speed drops faster uphill but a riding player can still move the cart uphill at the lowest speed.direction_rulesprefers west, east, south, north; junctions curve south or eastT-junction: straight from the back of the curve, follows the curve from the other two legs. 4-way with no curve: straight through, from east or west turns by the south-east rule. Downhill always wins at non-curve junctions. Powered T-junction curve swings away from south or east.placementtop of a block with a rimFull block, hopper, top slab, upside-down stair or top trapdoor. Not on sides or undersides. A lone rail always lies straight north-south. Can be placed into a water source and becomes waterlogged.sounduse.stonePlace sound in Bedrock.interactionnoneRight click does nothing to the rail itself.edition_onlylone rail always north-south; uphill nudge while ridingThe wiki gives no general mob-avoidance rule for Bedrock rails and has no derailing experiment for Bedrock.Sources: minecraft.wiki, Rail, South-east rule, Minecart, Redstone mechanics, Conductivity
Powered Rail
minecraft:powered_railA powered rail is a gold rail that either speeds a minecart up or stops it, depending on whether it has redstone power. Give it power with a torch, lever or dust pointing at it and a cart rolling over it gets a push. Leave it unpowered and it acts like a brake, stopping a cart in about one block. Use it for a minecart line: a few powered rails every so often keep a cart moving, and one unpowered powered rail at the station stops it.
JavaPower spreads along a row of touching powered rails, so one lever or torch can run a long stretch of track. The rail reacts the moment the power arrives.
BedrockWorks the same way, but the rail only switches on during the second half of a redstone tick, so it can be a game tick slower to react. Unpowered powered rails also stop carts very hard, even on slopes.
TipTo make a launcher, put a powered rail against a solid block, park a cart on it, then power the rail: the cart shoots away from the block. Three powered rails in a row take any cart from a standstill to full speed.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Placed on the top of any full solid opaque block, or on the top of a hopper, an upside-down slab or upside-down stairs; it breaks and drops as an item when its support block is removed.
- Always straight: a powered rail never curves, it only runs north-south, east-west, or as a slope ascending east, west, north or south.
- Auto-aligns to neighboring rails; with two adjacent rails on non-opposite sides, or three or more adjacent rails, it lines up east-west; when more than one slope is possible it prefers ascending west, then east, south, north.
- Activated by an adjacent active power component, an adjacent powered block (strongly or weakly powered), a powered repeater or comparator facing it, or powered redstone dust configured to point at it.
- Not activated by a powered dust 'dot' or by dust pointing another way, even when that dust is right next to it.
- Chains: an activated powered rail activates every connected powered rail up to 8 rails away from the source, so one source can run up to 17 rails (the source rail plus 8 on each side).
- It is not a power source and does not conduct power to other blocks: it is a transparent block, so it does not become powered itself.
- Not affected by quasi-connectivity: only pistons, droppers and dispensers are (Java).
- Powered: adds speed to a moving cart in the direction it already moves; each game tick the cart's x velocity gains xspeed * 0.06 / speed and its z velocity gains zspeed * 0.06 / speed.
- Powered with a stopped cart against a solid opaque block: the cart is launched away from that block (the classic starter).
- Speed cap: a powered rail cannot push a cart past 8 blocks per second on the north-south or east-west axis (about 11.314 blocks per second on a diagonal).
- Unpowered: slows a moving cart strongly, usually stopping it within one block, even on a downward slope; a 2 block stretch of unpowered powered rail halts a loaded cart at full speed.
- Three powered rails in a row on flat ground bring any cart type from rest to the 8 blocks per second cap; an occupied cart needs about 13 blocks of powered rail.
- Flat track spacing to hold full speed: 1 powered rail every 34 blocks for an occupied cart at 8 m/s (every 38 blocks holds about 7.97 m/s), every 27 blocks for an empty chest or hopper cart, every 6 blocks for a fully loaded chest or hopper cart.
- Uphill: an empty cart climbs 10 blocks of unpowered upward slope before it needs help; sustained climbing needs about 1 powered rail every 4 blocks (unloaded).
- Coasting from full speed on plain rail: an occupied cart travels about 309 blocks, an empty chest or hopper cart about 165 blocks, a fully loaded one about 40 blocks.
- Waterloggable in both editions; rails are no longer swept away by water.
- Pushed by a piston and pulled by a sticky piston; it breaks and drops if the move leaves it unsupported.
- Only spiders, cave spiders and wardens among land mobs willingly walk onto powered rails.
In Java
- Reacts to power without a stated delay: the wiki lists no activation delay, so treat it as 0 game ticks (0 redstone ticks).
- Blockstates: powered (false/true), shape (north_south, east_west, ascending_east, ascending_north, ascending_south, ascending_west), waterlogged (false/true).
- Under the Minecart Improvements experiment the speed cap comes from the game rule minecartMaxSpeed (default 8) instead of the fixed 8 blocks per second.
- Riding a cart uphill over unpowered powered rails, the player can still keep a minimum climbing speed.
In Bedrock
- Only activates on the input/consumer half of the redstone tick (the C-tick, even-numbered game ticks); a power change that lands on a P-tick waits 1 game tick (half a redstone tick) before the rail switches.
- An unpowered powered rail slows a minecart rapidly and can stop it even on slopes.
- Block data: rail_data_bit 0 = unpowered, 1 = powered (bit 0x8); rail_direction 0 = flat north-south, 1 = flat east-west, 2 = ascending east, 3 = ascending west, 4 = ascending north, 5 = ascending south (bits 0x1, 0x2, 0x4).
- No quasi-connectivity in Bedrock, so only direct powering counts (same practical result as Java for this block).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Timing: Java switches the rail as soon as power changes; Bedrock only switches on the C-tick (even game ticks), so a change can arrive up to 1 game tick (half a redstone tick) later.
- Braking: Bedrock's unpowered powered rail stops carts rapidly even on slopes; in Java a riding player can hold a minimum speed uphill.
- State names: Java uses powered, shape and waterlogged; Bedrock uses rail_data_bit and rail_direction.
- Speed cap source: Java's Minecart Improvements experiment reads the minecartMaxSpeed game rule (default 8); Bedrock has a fixed 8 blocks per second cap.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIt consumes power; it never emits any.output_strength0No redstone output.strong_powernoneDoes not power any block.weak_powernoneDoes not power any block.inputadjacent power component, adjacent powered block (strong or weak), repeater or comparator facing it, dust pointing at it, or a connected activated powered rail within 8 railsA dust dot or dust pointing elsewhere does not count. Any of the 6 adjacent blocks being powered activates it.activation_delay00 game ticks (0 redstone ticks): the wiki lists no delay for Java, the rail reacts in the same tick the power arrives.off_delay00 game ticks (0 redstone ticks): the wiki lists no delay.connects_to_dustfalseDust does not point into a rail on its own; the dust must be configured to point at the rail to activate it.transparenttrueTransparent block: it does not conduct power and is never itself a powered block.conducts_powerfalsePower does not pass through it.movable_by_pistonyesPushed by pistons and pulled by sticky pistons; breaks and drops if the move leaves it unsupported.stickyfalseNot a sticky block.statespowered=false|true, shape=north_south|east_west|ascending_east|ascending_north|ascending_south|ascending_west, waterlogged=false|trueDefaults: powered=false, shape=north_south, waterlogged=false. Never a curve shape.comparator_readsnothingThe wiki lists no comparator output for a powered rail.quasi_connectivityfalseOnly pistons, droppers and dispensers are affected; powered rails have not been since Java 1.2.max_range8Chain activation reaches 8 connected powered rails from the source in each direction: 17 rails from one source.direction_rulesalways straight; auto-aligns; 2 non-opposite or 3+ neighbors = east-west; slope preference west, east, south, northPowered rails never form curves.placementtop of a full solid opaque block, hopper, upside-down slab or upside-down stairsDrops as an item when its support is removed.cart_boostxspeed * 0.06 / speed per axis per game tickApplied in the direction of travel while the rail is powered; cap 8 blocks per second per axis, or minecartMaxSpeed (default 8) under the Minecart Improvements experiment.cart_brakestops within about 1 blockUnpowered powered rail; a 2 block stretch halts a loaded cart at full speed. A riding player can keep a minimum uphill speed.cart_launchaway from an adjacent solid opaque blockA stopped cart on a powered rail that faces a solid opaque block is accelerated away from it.spacing_flat1 per 34 (occupied), 1 per 27 (empty utility), 1 per 6 (loaded utility)Powered rails per blocks of track to hold 8 m/s on flat ground; 1 per 38 holds about 7.97 m/s for an occupied cart. From Tutorial:Minecarts.spacing_slope1 per 4 (unloaded)To sustain climbing; an empty cart climbs 10 unpowered blocks, an occupied cart at least 24, before power is needed.soundmetal sound typePlace, break, step and fall sounds only; no redstone activation sound.interactionnoneRight click does nothing.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIt consumes power; it never emits any.output_strength0No redstone output.strong_powernoneDoes not power any block.weak_powernoneDoes not power any block.inputadjacent power component, adjacent powered block (strong or weak), repeater or comparator facing it, dust pointing at it, or a connected activated powered rail within 8 railsA dust dot or dust pointing elsewhere does not count. Any of the 6 adjacent blocks being powered activates it.activation_delay0 to 1Switches only on the C-tick (even game ticks): 0 game ticks if the power change lands on a C-tick, otherwise 1 game tick (half a redstone tick) of waiting.off_delay0 to 1Same C-tick rule as activation: up to 1 game tick (half a redstone tick).connects_to_dustfalseDust must be configured to point at the rail to activate it.transparenttrueTransparent block: it does not conduct power and is never itself a powered block.conducts_powerfalsePower does not pass through it.movable_by_pistonyesPushed by pistons and pulled by sticky pistons; breaks and drops if the move leaves it unsupported.stickyfalseNot a sticky block.statesrail_data_bit=0|1, rail_direction=0..5rail_data_bit 1 = powered. rail_direction: 0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south. Can be placed in water.comparator_readsnothingThe wiki lists no comparator output for a powered rail.quasi_connectivityfalseBedrock has no quasi-connectivity at all.max_range8Chain activation reaches 8 connected powered rails from the source in each direction: 17 rails from one source.direction_rulesalways straight; auto-aligns; 2 non-opposite or 3+ neighbors = east-west; slope preference west, east, south, northPowered rails never form curves.placementtop of a full solid opaque block, hopper, upside-down slab or upside-down stairsDrops as an item when its support is removed.cart_boostxspeed * 0.06 / speed per axis per game tickApplied in the direction of travel while the rail is powered; fixed cap 8 blocks per second per axis.cart_brakestops rapidly, even on slopesUnpowered powered rail slows a cart rapidly and can stop it on a slope.cart_launchaway from an adjacent solid opaque blockA stopped cart on a powered rail that faces a solid opaque block is accelerated away from it.spacing_flat1 per 34 (occupied), 1 per 27 (empty utility), 1 per 6 (loaded utility)Tutorial:Minecarts figures, not marked edition-specific; 1 per 38 holds about 7.97 m/s for an occupied cart.spacing_slope1 per 4 (unloaded)Tutorial:Minecarts figure, not marked edition-specific.edition_onlyC-tick activationOnly activates on the input/consumer redstone tick.soundmetal sound typePlace, break, step and fall sounds only; no redstone activation sound.interactionnoneRight click does nothing.Sources: minecraft.wiki, Powered Rail, Rail, Tutorial:Minecarts, Minecart, Tick, Quasi-connectivity, Redstone mechanics
Activator Rail
minecraft:activator_railAn activator rail is a track piece that does something to the minecart rolling over it when it is powered. Power it with a lever, redstone dust, a torch or a powered block next to it, and it starts shaking. A powered activator rail throws players and mobs out of their minecart, lights the fuse of a TNT minecart, and switches off a hopper minecart so it stops collecting items. Unpowered, it lets the minecart roll on as if it were a normal rail. Example: put a powered activator rail at the end of your rail line so the ride kicks you out at the station.
JavaIn Java, when you place it with no rails around it, or next to two or more rails on different sides, it lines up the way you are facing, so you can steer the shape by turning first. Java also spares the rail and the block under it when a TNT minecart blows up on it.
BedrockIn Bedrock, a lone activator rail lines up north to south and a crowded one lines up east to west, and it flips to east-west on its own if you later place a rail to its east or west, so check the rail after placing. Bedrock also breaks the rail if flowing water runs over it, and it only reacts to power on Bedrock's redstone timing ticks.
TipOne powered rail piece spreads its power along the line, so you only need one lever for a row of up to 17 activator rails.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Activated by an adjacent active power component, an adjacent powered block (strongly or weakly powered), a powered repeater or comparator facing it, or powered dust pointing at it or in a plus shape.
- Activation and deactivation are instant: they happen in the same game tick the power source turns on or off (0 game ticks, 0 redstone ticks of delay).
- A powered activator rail passes its activation along connected activator rails up to 8 rails away from the source in each direction, so one source activates up to 17 rails.
- Activation does not cross to rails that are not connected to it; only adjacent connected activator rails carry it.
- It is a mechanism component: it receives power but does not power dust or blocks next to it, and the wiki lists no comparator output for it.
- It is transparent: it does not conduct power like a solid block.
- Powered: ejects mobs and players from minecarts; the landing spot is picked like a normal dismount (right, left, rear right, rear left, front right, front left, rear, front, then one block up, then one below). A mob riding a minecart cannot get out unless the cart is destroyed or rolls onto an active activator rail.
- Powered: primes a minecart with TNT; it explodes after 80 game ticks (40 redstone ticks), 4 seconds, with base power 4 plus a random bonus up to 1.5 times its speed, capped at 7.5 (so speed 5 or more gives 4 to 11.5).
- Powered: a minecart with command block runs its command once every 4 game ticks (2 redstone ticks) while on the rail.
- Powered: disables a minecart with hopper so it cannot pick up items; it stops in the same game tick it touches an active rail or the same tick the rail under it is powered. An unpowered activator rail re-enables it.
- A minecart entering from either end keeps moving and loses only a little velocity.
- A minecart entering the rail's space from the side turns east or south depending on the rail's orientation, or downward on a sloped rail.
- Placement: on top of any full solid opaque block, a hopper, an upside-down slab or upside-down stairs, or any transparent block; never on a side or a bottom.
- Straight only: the shape is north-south, east-west or one of four ascending slopes; it never curves.
- It lines up with adjacent rails, including rails one block up.
- Pushed by pistons and pulled by sticky pistons; it breaks and drops as an item if the move leaves it unsupported.
- A water source can be placed in it in both editions (waterloggable).
In Java
- Block states: powered (true/false), shape (north_south, east_west, ascending_east, ascending_west, ascending_north, ascending_south), waterlogged (true/false).
- Placed with no adjacent rails, or next to two rails on non-opposite sides, or three or more rails, it aligns with the direction the player is facing.
- When several upward slopes are possible it prefers west or south.
- If an existing activator rail is connected to one other rail or none, and a new rail is placed perpendicular to it, the activator rail re-aligns east-west (if not already).
- Most mobs avoid walking on rails; spiders, cave spiders and wardens are the only mobs that freely walk onto it.
- A TNT minecart set off by an activator rail does not destroy its own rail or the block under it.
- TNT minecarts also explode instantly when pressed into a block or entity with velocity, or when taking a curve too fast beside a solid block or entity.
- Waterlogging of all rails arrived in Java 1.17 (snapshot 20w45a); since then rails are no longer swept away by water.
In Bedrock
- Block states: rail_data_bit (0 = unpowered, 1 = powered, metadata bit 0x8), rail_direction 0 to 5 (0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south). Numeric ID 126.
- Activator rails can only activate on input/consumer redstone ticks (C-ticks), so activation waits for the next C-tick instead of any game tick.
- Placed next to two rails on non-opposite sides, or three or more rails, it aligns east-west.
- Placed with no adjacent rails it aligns north-south, and if a rail is later placed to its east or west it re-orients east-west even if it is already connected to a rail to the north or south.
- When several upward slopes are possible it prefers, in order, west, east, south, north.
- No mob avoids rails in Bedrock: every land mob walks over an activator rail (the wiki marks mobs avoiding rails as Java only; Bedrock 26.10 stopped zombie horses avoiding rails).
- A TNT minecart can also be lit with flint and steel, a fire charge or a Fire Aspect item, which starts the same 80 game tick (40 redstone tick) fuse.
- A water source can be placed in the rail, but flowing water destroys it (Bedrock 1.7.0, beta 1.7.0.2: rails are once again broken by flowing water).
- A minecart with hopper on Bedrock pulls one item every 2 game ticks (1 redstone tick), so the disable takes effect on its next pull.
- The minecart with command block holds a repeating command block in Bedrock (Java shows an impulse one that behaves like a repeating one).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Timing: Java activates in the same game tick the source turns on; Bedrock can only activate on input/consumer redstone ticks (C-ticks).
- Lone placement: Java aligns to the player's facing, Bedrock aligns north-south and later flips east-west if a rail is placed to its east or west.
- Crowded placement (two rails on non-opposite sides, or three or more): Java aligns to the player's facing, Bedrock aligns east-west.
- Slope preference: Java prefers west or south; Bedrock prefers west, east, south, north in that order.
- Java only: an activator rail connected to at most one rail re-aligns east-west when a perpendicular rail is placed next to it.
- State names: Java uses powered/shape/waterlogged, Bedrock uses rail_data_bit/rail_direction (0 to 5).
- Mobs on the rail: in Java only spiders, cave spiders and wardens walk onto it; in Bedrock no mob avoids rails, so every land mob walks over it.
- TNT minecart: in Java the rail-triggered blast spares its own rail and the block under it, and Java-only instant triggers are the too-fast curve beside a block or entity and being pressed into one; Bedrock adds lighting the cart with flint and steel, a fire charge or a Fire Aspect item as a fuse trigger.
- Water: Java rails have been waterlogged and safe from flowing water since 1.17 (20w45a); Bedrock rails accept a water source but are destroyed by flowing water.
- Getting a mob out: both editions use the activator rail; Bedrock can also reel a mob out of a minecart with a fishing rod.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseMechanism component that receives power; it never emits any.output_strength0Does not power dust or blocks; activation is passed only along connected activator rails.strong_powernonePowers nothing.weak_powernonePowers nothing.inputadjacent power component, adjacent powered block (strong or weak), repeater or comparator facing it, dust pointing at it or in a plus shape, or a connected activated activator railAny of these turns powered to true.activation_delay0Wiki: activation and deactivation are instant and occur in the same game tick the power source turns on or off. 0 game ticks (0 redstone ticks).off_delay0Deactivation is instant, same game tick the source turns off. 0 game ticks (0 redstone ticks).max_range8Activation travels up to 8 connected activator rails from the source in each direction: 17 rails from one source.connects_to_dustfalseDust must point at the rail or sit in a plus shape to power it; the rail does not count as a dust target.transparenttrueDoes not conduct power like a solid block.conducts_powerfalseCannot be used to pass power through.movable_by_pistonyesPushed and pulled; breaks and drops as an item when the move leaves it unsupported.stickyfalseNot sticky.statespowered, shape, waterloggedshape: north_south, east_west, ascending_east, ascending_west, ascending_north, ascending_south. Never curved.comparator_readsnoneThe wiki lists no comparator output for it.quasi_connectivityfalseThe wiki does not list it as affected; it takes power from adjacent sources only.direction_rulesstraight or sloped onlyLines up with adjacent rails including one block up. With no adjacent rails, two rails on non-opposite sides, or three or more rails it aligns with the player's facing. Several possible upward slopes: prefers west or south. If connected to at most one rail and a perpendicular rail is placed next to it, it re-aligns east-west.placementtop of full solid opaque block, hopper, upside-down slab, upside-down stairs, or transparent blockNever on a side or bottom face. Can be waterlogged (since 1.17, 20w45a) and is no longer swept away by water.eject_effectejects riders when poweredLanding spot picked like a normal dismount: right, left, rear right, rear left, front right, front left, rear, front, then one up, then one below. A mob cannot leave a minecart unless the cart is destroyed or rolls onto an active activator rail.tnt_minecart_fuse80 game ticks40 redstone ticks, 4 seconds. Base power 4 plus a random bonus up to 1.5 times speed, capped at 7.5. The rail-triggered blast spares its own rail and the block under it. Java-only instant triggers: too-fast curve beside a solid block or entity, or being pressed into a block or entity with velocity.command_minecart_period4 game ticks2 redstone ticks: the minecart with command block runs its command once every 4 game ticks while on an active rail.hopper_minecartdisabled when powered, enabled when unpoweredStops picking up items in the same tick it touches an active rail or the rail under it is powered. Java hopper minecart pulls one item every game tick.minecart_speedkeeps moving, loses a little velocityEntering from either end. Entering from the side it turns east or south by the rail's orientation, or downward on a slope.soundblock.metal.*break, place, hit, fall, step sounds of the metal group.interactionnoneRight click does nothing to the rail.edition_onlyplayer-facing alignment, perpendicular re-align, mobs avoid rails, TNT spares the railJava only: lone and crowded placement follow the player's facing; connected to at most one rail it re-aligns east-west when a perpendicular rail is placed; most mobs avoid rails and only spiders, cave spiders and wardens walk onto it; a TNT minecart lit by the rail spares its own rail and the block under it.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseMechanism component that receives power; it never emits any.output_strength0Does not power dust or blocks; activation is passed only along connected activator rails.strong_powernonePowers nothing.weak_powernonePowers nothing.inputadjacent power component, adjacent powered block (strong or weak), repeater or comparator facing it, dust pointing at it or in a plus shape, or a connected activated activator railAny of these sets rail_data_bit to 1.activation_delay0, on the next C-tickWiki: activation is instant in the same game tick the source turns on, but in Bedrock activator rails can only activate on input/consumer redstone ticks (C-ticks), so it waits for the next C-tick.off_delay0Deactivation is instant in the same game tick the source turns off; the wiki's C-tick line is stated for activation.update_orderC-tickActivator rails only activate on input/consumer redstone ticks (C-tick), Bedrock only.max_range8Activation travels up to 8 connected activator rails from the source in each direction: 17 rails from one source.connects_to_dustfalseDust must point at the rail or sit in a plus shape to power it; the rail does not count as a dust target.transparenttrueDoes not conduct power like a solid block.conducts_powerfalseCannot be used to pass power through.movable_by_pistonyesPushed and pulled; breaks and drops as an item when the move leaves it unsupported.stickyfalseNot sticky.statesrail_data_bit, rail_directionrail_data_bit 0 unpowered, 1 powered (metadata bit 0x8). rail_direction 0 north-south, 1 east-west, 2 ascending east, 3 ascending west, 4 ascending north, 5 ascending south. Numeric ID 126. Never curved.comparator_readsnoneThe wiki lists no comparator output for it.quasi_connectivityfalseBedrock has no quasi-connectivity; it takes power from adjacent sources only.direction_rulesstraight or sloped onlyLines up with adjacent rails including one block up. No adjacent rails: north-south, and it re-orients east-west if a rail is later placed to its east or west even when already connected north or south. Two rails on non-opposite sides or three or more rails: east-west. Several possible upward slopes: prefers west, east, south, north in that order.placementtop of full solid opaque block, hopper, upside-down slab, upside-down stairs, or transparent blockNever on a side or bottom face. A water source can be placed in it, but flowing water destroys it (Bedrock 1.7.0, beta 1.7.0.2).eject_effectejects riders when poweredLanding spot picked like a normal dismount: right, left, rear right, rear left, front right, front left, rear, front, then one up, then one below. A mob cannot leave a minecart unless the cart is destroyed or rolls onto an active activator rail; Bedrock can also reel a mob out with a fishing rod.tnt_minecart_fuse80 game ticks40 redstone ticks, 4 seconds. Base power 4 plus a random bonus up to 1.5 times speed, capped at 7.5. Bedrock also starts this fuse when the cart is lit with flint and steel, a fire charge or a Fire Aspect item. The Java-only too-fast curve and pressed-into-a-block instant triggers do not apply.command_minecart_period4 game ticks2 redstone ticks: the minecart with command block runs its command once every 4 game ticks while on an active rail. In Bedrock the minecart holds a repeating command block.hopper_minecartdisabled when powered, enabled when unpoweredStops picking up items in the same tick it touches an active rail or the rail under it is powered (stated on the wiki for both editions). Bedrock hopper minecart pulls one item every 2 game ticks (1 redstone tick).minecart_speedkeeps moving, loses a little velocityEntering from either end. Entering from the side it turns east or south by the rail's orientation, or downward on a slope.sounddig.stone / use.stone / hit.stone / fall.stone / step.stone / jump.stone / land.stoneThe wiki labels the Bedrock sound type metal but lists these stone identifiers.interactionnoneRight click does nothing to the rail.edition_onlyC-tick activation, north-south lone placement with east-west re-orient, east-west crowded placement, west-east-south-north slope order, no mob avoids rails, fire-lit TNT minecart, flowing water breaks it, fishing rod dismountBedrock only: activates only on input/consumer redstone ticks; a lone rail sits north-south and flips east-west when a rail is placed east or west; crowded placement is east-west; slopes prefer west, east, south, north; every land mob walks over it; a TNT minecart can be lit with flint and steel, a fire charge or Fire Aspect; flowing water destroys the rail; a fishing rod can pull a mob out of a minecart.Sources: minecraft.wiki, Activator Rail, Minecart with TNT, Minecart with Hopper, Minecart with Command Block, Rail, Minecart, Waterlogging
Reactive 4
Doors, trapdoors and gates that react to power.
Wooden Doors
minecraft:oak_door, minecraft:spruce_door, minecraft:birch_door, minecraft:jungle_door, minecraft:acacia_door, minecraft:dark_oak_door, minecraft:mangrove_door, minecraft:cherry_door, minecraft:bamboo_door, minecraft:pale_oak_door, minecraft:crimson_door, minecraft:warped_doorA wooden door is a two-block-tall gate you can open by hand, and redstone can open it for you. Put power next to either half (a lever, a pressure plate, a powered block) and the door swings open right away; take the power away and it closes right away. Example: a pressure plate in front of your house that opens the door as you walk up to it.
JavaFeels the same as Bedrock. The one Java-only touch: some vindicators can open a wooden door instead of smashing it, and the door keeps an air pocket if you build it underwater.
BedrockFeels the same as Java. Bedrock doors fill with water instead of making an air pocket, and on Hard difficulty more zombies (10% instead of 5%) spawn able to break wooden doors.
TipKeep a solid block under the bottom half. If that block is broken or pushed away the door pops off as an item, and a piston that pushes into a door breaks it too.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- A wooden door is a redstone mechanism component: it is activated by weakly powering any cardinally adjacent block, so a powered block, an adjacent power source, dust pointing into it, or a repeater or comparator pointing into it all count.
- Activation delay: 0 game ticks (0 redstone ticks). The wiki states the door activates immediately when it receives a signal and closes immediately when the signal stops.
- Powering either the top half or the bottom half works: all methods of activating a door can be applied to either part.
- Activated state is open, deactivated state is closed. If the door was already open by hand, a signal keeps it open; when the signal stops the door closes.
- Players and mobs can still open and close a door while it is under redstone control, so a hand-opened door can be shut by hand even while powered.
- Wooden doors open and close by hand (Use), and are opened by villagers, piglins and copper golems. Thrown wind charges toggle a door.
- On Hard difficulty some zombies can break a closed wooden door; vindicators from a raid break doors on Normal and Hard to reach a target. Both only try when the door is in its closed state.
- Piston: a wooden door is destroyed when a piston tries to push it and it cannot be pulled by a sticky piston.
- Placement: needs a full solid block face beneath the bottom half and free space for both halves. The door drops itself when its supporting block is moved or broken.
- Doors are transparent (non-full-block solids on the wiki's opacity list) and all wooden doors let light through. The wiki does not list doors as a conductive block, so treat them as not conducting power.
- Water and lava flow around doors and mobs can spawn in a door's space.
- Opening or closing sound is heard up to 16 blocks away: Java block.wooden_door.open / close, volume 0.9, pitch 0.9 to 1.0 for normal, cherry and bamboo wood; crimson and warped doors play at volume 1.0.
- Overworld wooden doors smelt 1 item each as furnace fuel; crimson and warped doors are not fuel.
- The wiki's ID table also lists a poplar door (Bedrock only, numeric ID -1127); it is not in this entry's covers list until Java has it.
In Java
- Block states: facing (north/east/south/west), half (lower/upper), hinge (left/right), open (true/false), powered (true/false). Only Java stores a powered state on the door.
- Some vindicators may open a wooden door instead of breaking it (Java only).
- Zombies have a 5% chance to spawn with the ability to break doors on Hard.
- Doors cannot be waterlogged, so a door placed underwater gives a breathable air pocket.
- Door thickness is 0.1875 blocks (3/16).
- Hinge tie-break: if no blocks are adjacent or both sides match equally, the hinge goes to the side closest to the player's aim.
- Quasi-connectivity does not apply: the wiki names only dispensers, droppers and pistons as the Java exceptions that can be activated from the block above.
In Bedrock
- Block states: minecraft:cardinal_direction (default south; north/east/south/west), door_hinge_bit (false left / true right), open_bit, upper_block_bit. There is no powered state on Bedrock doors.
- Zombies have a 10% chance to spawn with the ability to break doors on Hard; zombified piglins are the exception that never break doors in Bedrock.
- A door placed in a water source block becomes waterlogged and does not displace the water, so no air pocket.
- Door thickness is 0.1825 blocks.
- Bedrock tick cycle: components read and react to signals on the consume tick (even-numbered game ticks) after outputs are produced on the produce tick (odd-numbered game ticks), so the door's immediate reaction lands on the C-tick phase.
- Bedrock sound ids are open.wooden_door / close.wooden_door, volume 0.9 (cherry, crimson and warped play at 1.0), pitch 0.9 to 1.0.
- Numeric block IDs: oak (wooden_door) 64, spruce 193, birch 194, jungle 195, acacia 196, dark oak 197, crimson 499, warped 500, mangrove -493, bamboo -517, cherry -531, pale oak -990.
- No quasi-connectivity: only the block itself must be powered, exactly as for every other Bedrock mechanism.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Powered state: Java doors carry a powered block state (true/false); Bedrock doors have no powered state and use minecraft:cardinal_direction, door_hinge_bit, open_bit and upper_block_bit.
- Water: Java doors cannot be waterlogged and make an air pocket underwater; Bedrock doors in a water source become waterlogged.
- Zombie door breaking on Hard: 5% of zombies in Java versus 10% in Bedrock, and in Bedrock zombified piglins never break doors.
- Vindicators opening doors: Java only; Bedrock vindicators only break them.
- Thickness: 0.1875 blocks in Java versus 0.1825 in Bedrock.
- Cherry door close and open volume: 0.9 in Java versus 1.0 in Bedrock.
- Hinge tie-break by the player's aim is stated for Java only; the wiki does not describe the Bedrock tie-break.
- Tick phase: Bedrock reacts on consume ticks (even game ticks) after produce ticks (odd game ticks); Java has no split tick phases and the door reacts in the tick the signal arrives.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA wooden door emits no power; it only reacts.output_strength0No output.strong_powernoneNever powers anything.weak_powernoneNever powers anything.inputweak power on any cardinally adjacent block, either halfActivated by a powered block next to it, an adjacent power source, dust pointing into it or a repeater/comparator pointing into it. Powering the top half or the bottom half both work. Wiki: Wooden Door, Redstone component.activation_delay00 game ticks (0 redstone ticks): the door opens immediately on receiving a signal.off_delay00 game ticks (0 redstone ticks): the door closes immediately when the signal stops.connects_to_dustfalseDust does not point into a door on its own; dust must be configured to point into it or run on top of a powered block next to it.transparenttrueListed as a non-full-block solid on the opacity page; lets light through.conducts_powerfalseThe wiki does not list doors among conductive blocks; a door cannot be powered to pass a signal on.movable_by_pistonbreaksDestroyed when a piston tries to push it; cannot be pulled by a sticky piston.stickyfalseNot a sticky block.statesfacing, half, hinge, open, poweredfacing north/east/south/west (default north), half lower/upper, hinge left/right, open true/false, powered true/false. Only Java stores powered.comparator_readsnothingThe wiki gives no comparator reading for doors.quasi_connectivityfalseOnly dispensers, droppers and pistons are activated from the block above in Java.manual_overridetruePlayers and mobs can still open and close a door under redstone control, so a hand-opened door can be shut by hand while powered.activated_stateopenDeactivated state is closed. If already open by hand, a signal keeps it open; losing the signal closes it.placementfull solid block face beneath, 2 blocks of spaceDrops itself when the supporting block is moved or broken. Hinge follows a matching double door, then the side with more solid faces, then the player's aim (Java tie-break).mob_interactionvillagers, piglins, vindicators, copper golems open; zombies 5% break on HardSome vindicators open doors instead of breaking them (Java only). Zombies and raid vindicators only try to break a door in its closed state.waterloggingnoCannot be waterlogged; gives a breathable air pocket underwater.thickness0.18753/16 of a block.soundblock.wooden_door.open / block.wooden_door.closeVolume 0.9 (crimson and warped 1.0), pitch 0.9 to 1.0, heard up to 16 blocks.interactionUse toggles open/closedSwings instantly without affecting anything in the space it swings through.fuel1 item per doorOverworld woods only; crimson and warped doors are not fuel.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA wooden door emits no power; it only reacts.output_strength0No output.strong_powernoneNever powers anything.weak_powernoneNever powers anything.inputweak power on any cardinally adjacent block, either halfActivated by a powered block next to it, an adjacent power source, dust pointing into it or a repeater/comparator pointing into it. Powering the top half or the bottom half both work. Wiki: Wooden Door, Redstone component.activation_delay00 game ticks (0 redstone ticks): opens immediately; in the Bedrock tick cycle the reaction happens on the consume tick (even-numbered game ticks) after the produce tick (odd-numbered game ticks).off_delay00 game ticks (0 redstone ticks): closes immediately when the signal stops, on the consume tick.connects_to_dustfalseDust does not point into a door on its own; dust must be configured to point into it or run on top of a powered block next to it.transparenttrueListed as a non-full-block solid on the opacity page; lets light through.conducts_powerfalseThe wiki does not list doors among conductive blocks, and its Bedrock-only conductive list (bell, big dripleaf, spawners, shulker boxes, honey block) does not include doors.movable_by_pistonbreaksDestroyed when a piston tries to push it; cannot be pulled by a sticky piston.stickyfalseNot a sticky block.statesminecraft:cardinal_direction, door_hinge_bit, open_bit, upper_block_bitcardinal_direction default south (north/east/south/west), door_hinge_bit false left / true right, open_bit true/false, upper_block_bit false lower / true upper. No powered state on Bedrock.comparator_readsnothingThe wiki gives no comparator reading for doors.quasi_connectivityfalseQuasi-connectivity is Java only; Bedrock has none.manual_overridetruePlayers and mobs can still open and close a door under redstone control, so a hand-opened door can be shut by hand while powered.activated_stateopenDeactivated state is closed. If already open by hand, a signal keeps it open; losing the signal closes it.placementfull solid block face beneath, 2 blocks of spaceDrops itself when the supporting block is moved or broken. Hinge follows a matching double door, then the side with more solid faces; the wiki gives no Bedrock tie-break.mob_interactionvillagers, piglins, copper golems open; zombies 10% break on HardZombified piglins never break doors in Bedrock. Vindicators break, never open, doors in Bedrock. Zombies and raid vindicators only try to break a door in its closed state.waterloggingyesA door in a water source block becomes waterlogged and does not displace the water; no air pocket.thickness0.1825Bedrock value from the Door page.soundopen.wooden_door / close.wooden_doorVolume 0.9 (cherry, crimson and warped 1.0), pitch 0.9 to 1.0, heard up to 16 blocks.interactionUse toggles open/closedSwings instantly without affecting anything in the space it swings through.fuel1 item per doorOverworld woods only; crimson and warped doors are not fuel.numeric_ids64, 193, 194, 195, 196, 197, 499, 500, -493, -517, -531, -990oak (wooden_door), spruce, birch, jungle, acacia, dark oak, crimson, warped, mangrove, bamboo, cherry, pale oak. Poplar (-1127) is Bedrock only and outside this entry.Sources: minecraft.wiki, Wooden Door, Door, Redstone components, Redstone mechanics, Piston, Opacity, Conductive, Iron Door
Wooden Trapdoors
minecraft:oak_trapdoor, minecraft:spruce_trapdoor, minecraft:birch_trapdoor, minecraft:jungle_trapdoor, minecraft:acacia_trapdoor, minecraft:dark_oak_trapdoor, minecraft:mangrove_trapdoor, minecraft:cherry_trapdoor, minecraft:bamboo_trapdoor, minecraft:pale_oak_trapdoor, minecraft:crimson_trapdoor, minecraft:warped_trapdoorA wooden trapdoor is a flat hatch you can flip open with a right click or with redstone power. Power it and it swings open at once; cut the power and it snaps shut. It is great for a hidden drop into a secret room, a mob trap floor, or a little hatch over a ladder. Mobs think every trapdoor is closed, so they happily walk over an open one and fall through.
JavaIn Java the trapdoor flips the very moment the power arrives, and an open trapdoor right above a ladder can be climbed like part of the ladder.
BedrockIn Bedrock the trapdoor also flips right away, but only on the redstone half of the tick, so it can react a game tick later than you expect. There is no ladder trick in Bedrock.
TipIf you close a powered wooden trapdoor by hand it stays shut. Turn the power off and back on to open it with redstone again.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- A mechanism component: closed is the off state, open is the on state. When it receives power it opens (or stays open if already open); when the power stops it closes.
- Activated by an adjacent active power component on any of the 6 sides, including above or below (redstone torch, block of redstone, daylight detector and so on).
- Activated by an adjacent powered block on any side, including above or below (for example a block with an active redstone torch under it).
- Activated by a powered repeater or comparator facing into the trapdoor.
- Activated by powered redstone dust that points at the trapdoor, or by a single redstone cross next to it. Not activated by adjacent dust pointing another way, nor by a single redstone dot.
- Each change of state takes 1 game tick (half a redstone tick); the wiki calls the response immediate.
- A trapdoor does not physically move: it disappears in one state and reappears in the other, so it never pushes entities.
- An activated wooden trapdoor can still be closed by a player. It then stays closed and does not reopen until the power is removed and applied again (a new activation).
- Trapdoors are transparent blocks: they do not conduct power to their neighbors.
- Trapdoors do not produce block updates when they change state (the wiki lists them among the components that do not).
- Trapdoors can be moved by pistons.
- Placement: use the item while pointing at the block it should attach to. Placed on the top half of a block it opens downward; on the bottom half it opens upward. Once placed, the attachment block can be removed without breaking the trapdoor.
- Closed, it is a solid surface (supports items like lanterns); open, it acts as a non-solid block.
- Blocks flowing water and lava. Can be waterlogged.
- Mobs consider all trapdoors closed, so pathfinding mobs fall through open trapdoors.
- Closing a trapdoor 1 block above the ground while standing under it forces the player to crawl until there are at least 1.5 empty blocks above.
- A wind charge burst flips non-iron trapdoors (open to closed or closed to open); iron trapdoors are excluded.
- The open and close sound can be heard up to 16 blocks away.
- Comparator output: the wiki states nothing; a trapdoor is not listed as a comparator source. Treat as no output.
- Not a power source: strength 0, it strongly powers nothing and weakly powers nothing.
- Hardness 3, blast resistance 3, axe is the fastest tool, not flammable (does not burn away) but Overworld wood variants catch fire from lava.
In Java
- Block states: facing (north default, east, south, west), half (bottom default, top), open (false default, true), powered (false default, true), waterlogged (false default, true).
- A single open trapdoor placed directly above a ladder, on the same side of the wall, is climbable.
- Waterlogged trapdoors release water from all sides apart from the top and apart from the side the trapdoor itself blocks.
- Sound IDs: block.wooden_trapdoor.open and block.wooden_trapdoor.close; cherry uses block.cherry_wood_trapdoor.*, bamboo uses block.bamboo_wood_trapdoor.*, crimson and warped use block.nether_wood_trapdoor.*.
In Bedrock
- Block states: direction (0 default, 1, 2, 3), open_bit (false default, true), upside_down_bit (false default, true). There is no powered state and no waterlogged state stored on the block.
- Trapdoors only activate on the input/consume redstone tick (C-tick), which falls on even-numbered game ticks. Bedrock's redstone tick is 2 game ticks (1 redstone tick), so a power change can wait up to 1 extra game tick before the trapdoor reacts, and the resulting block update is processed on the next produce tick (P-tick).
- Waterlogged trapdoors release water from all sides apart from the top.
- Some entities that intersect a trapdoor try to leave its bounding box by the shortest distance, if that spot is free of other collision boxes.
- No ladder climbing trick: the climbable-above-a-ladder rule is Java only.
- Sound IDs: open.wooden_trapdoor and close.wooden_trapdoor.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Timing: Java flips within 1 game tick (half a redstone tick) of the power change. Bedrock only activates on the C-tick (even game ticks, every 2 game ticks (1 redstone tick)), so the reaction can land 1 game tick later than in Java.
- Block states: Java stores facing, half, open, powered and waterlogged. Bedrock stores direction, open_bit and upside_down_bit only, with no powered flag.
- Ladder: in Java an open trapdoor directly above a ladder on the same wall side is climbable; the wiki marks this Java only.
- Waterlogging: Java releases water from every side except the top and the side blocked by the trapdoor; Bedrock releases from every side except the top.
- Entity collision: only Bedrock pushes some intersecting entities out of the trapdoor's bounding box along the shortest way out.
- Sound IDs differ: Java block.wooden_trapdoor.open/close (with cherry, bamboo and nether wood variants); Bedrock open.wooden_trapdoor / close.wooden_trapdoor.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA mechanism, not a source. It never outputs power.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputany of 6 sidesActivated by an adjacent active power component or an adjacent powered block on any side including above and below, by a powered repeater or comparator facing it, or by powered dust pointing at it or a redstone cross next to it. Dust pointing elsewhere or a single dot does not activate it.activation_delay11 game tick (half a redstone tick) per change of state; wiki calls it immediate.off_delay1Closes 1 game tick (half a redstone tick) after power stops.pulse_lengthn/aNot a one-shot output; it follows the input level.min_pulse_detected1Opens on any power it receives; the wiki gives no minimum pulse, 1 game tick is the shortest possible input.connects_to_dustfalseDust does not point into a trapdoor; dust must be configured to point at it (or a cross next to it) to activate it.transparenttrueTransparent block; does not conduct power to neighbors.conducts_powerfalsePowering a trapdoor does not power blocks or components beside it.movable_by_pistonyesTrapdoors can be moved by pistons.stickyfalseNot sticky.statesfacing, half, open, powered, waterloggedfacing north/east/south/west (north default), half bottom/top (bottom default), open false/true, powered false/true, waterlogged false/true.comparator_readsnoneThe wiki lists no comparator reading for trapdoors.quasi_connectivityfalseQuasi-connectivity applies to pistons, dispensers and droppers only; a trapdoor reads its 6 direct neighbors.update_orderno block update on changeTrapdoors do not produce block updates when they change state, per the Redstone mechanics page.direction_ruleshinge on the attached sidePlaced on the top half it opens downward; on the bottom half it opens upward. Closed it lies flat in the top or bottom of its block.edition_onlyclimbable above ladderAn open trapdoor directly above a ladder on the same wall side is climbable, Java only.placementagainst any block facePoint at the block it should attach to; the attachment block can be removed afterward without breaking it.soundblock.wooden_trapdoor.open / .closeCherry, bamboo and nether wood have their own IDs. Heard up to 16 blocks away.interactionright click togglesPlayers open and close it by hand. Closed by hand while powered it stays closed until a new activation. Wind charge bursts flip it. Mobs treat it as always closed.hand_close_latchtrueA powered trapdoor closed by hand does not reopen until power is removed and reapplied.waterloggingall sides except top and the blocked sideJava releases water from every side except the top and the side the trapdoor itself blocks.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA mechanism, not a source. It never outputs power.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputany of 6 sidesActivated by an adjacent active power component or an adjacent powered block on any side including above and below, by a powered repeater or comparator facing it, or by powered dust pointing at it or a redstone cross next to it. Dust pointing elsewhere or a single dot does not activate it.activation_delay1 to 2The state change itself takes 1 game tick (half a redstone tick), but Bedrock trapdoors only activate on the input/consume tick (C-tick, even game ticks, every 2 game ticks (1 redstone tick)), so the reaction can land up to 1 game tick later than the power change.off_delay1 to 2Closes on the next C-tick after power stops; same alignment as activation.pulse_lengthn/aNot a one-shot output; it follows the input level.min_pulse_detectedC-tick alignedA pulse must still be present on a C-tick to be seen; the wiki gives no exact minimum, so a 1 game tick pulse on an odd tick may be missed.connects_to_dustfalseDust does not point into a trapdoor; dust must be configured to point at it (or a cross next to it) to activate it.transparenttrueTransparent block; does not conduct power to neighbors.conducts_powerfalsePowering a trapdoor does not power blocks or components beside it.movable_by_pistonyesTrapdoors can be moved by pistons.stickyfalseNot sticky.statesdirection, open_bit, upside_down_bitdirection 0/1/2/3 (0 default), open_bit false/true, upside_down_bit false/true. No powered state and no waterlogged state on the block.comparator_readsnoneThe wiki lists no comparator reading for trapdoors.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderC-tick activate, P-tick updateActivated during a consume tick; the block update it causes is processed on the next produce tick. Trapdoors themselves are listed as not producing block updates on state change.direction_ruleshinge on the attached sidePlaced on the top half it opens downward; on the bottom half it opens upward. Closed it lies flat in the top or bottom of its block.edition_onlyentity push-outSome entities intersecting a trapdoor move out of its bounding box by the shortest distance if that spot is free. No ladder climbing trick in Bedrock.placementagainst any block facePoint at the block it should attach to; the attachment block can be removed afterward without breaking it.soundopen.wooden_trapdoor / close.wooden_trapdoorHeard up to 16 blocks away.interactionright click togglesPlayers open and close it by hand. Closed by hand while powered it stays closed until a new activation. Wind charge bursts flip it. Mobs treat it as always closed.hand_close_latchtrueA powered trapdoor closed by hand does not reopen until power is removed and reapplied.waterloggingall sides except topBedrock releases water from every side except the top.Sources: minecraft.wiki, Trapdoor, Dark oak trapdoor, Iron Trapdoor, Redstone mechanics, Redstone components, Tick, Opacity, Wind Charge
Fence Gates
minecraft:oak_fence_gate, minecraft:spruce_fence_gate, minecraft:birch_fence_gate, minecraft:jungle_fence_gate, minecraft:acacia_fence_gate, minecraft:dark_oak_fence_gate, minecraft:mangrove_fence_gate, minecraft:cherry_fence_gate, minecraft:bamboo_fence_gate, minecraft:pale_oak_fence_gate, minecraft:crimson_fence_gate, minecraft:warped_fence_gateA fence gate is a door for your fence. Closed, it is a wall that most mobs cannot jump over. Open, it is empty space you and your animals can walk through. Give it redstone power and it swings open on its own, take the power away and it swings shut. Example: put a pressure plate in front of the gate of your cow pen and it opens as you walk up to it.
JavaPower it from any side, from above or from below, or point dust, a repeater or a comparator at it, and it opens the same instant. If you close it by hand while it is still powered, it stays shut until the power goes off and comes back on.
BedrockSame feel: power it and it opens straight away, remove the power and it closes. The gate can sit under water in Bedrock, and the hand-closed rule is the same: turn the power off and on again to make it reopen.
TipA gate hit by a wind charge flips (open becomes closed, closed becomes open), and pistons can slide a gate around without breaking it, so keep them away from gates you want to stay put.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Activation delay: 0 game ticks (0 redstone ticks). The wiki says a gate "opens immediately" when activated and "closes immediately" when deactivated.
- Activated by: an adjacent active power component (torch, block of redstone, daylight sensor, and so on) including above or below; an adjacent powered block including above or below; a powered repeater or comparator facing the gate; powered dust pointing at the gate or a directionless dot next to it.
- Powered dust that points in another direction next to the gate does NOT activate it.
- A weakly powered block still activates the gate: the mechanics page says a weakly powered block "can still activate adjacent redstone mechanisms".
- Hand override: a powered gate closed by hand stays closed until the gate is deactivated and then reactivated.
- Wind charges (from a player, a dispenser or a breeze) toggle the gate: open if closed, closed if open.
- The gate is not a power source: it outputs no signal and does not connect to redstone dust.
- Transparent: the infobox lists Transparent = Yes, and the mechanics page says non-conductive blocks "cannot be powered", so a gate does not pass power on to its neighbors.
- Changing state (open or closed) does not produce a block update: the mechanics page lists "Doors, Fence Gates (can be moved), Trapdoors (can be moved)" under things that do not emit block updates.
- Pistons can move a fence gate. A powered gate pushed to a spot where it should be unpowered keeps its state until it gets a redstone update.
- Not affected by quasi-connectivity in either edition: the Java feature covers only dispensers, droppers and pistons.
- Closed gate collision is 1.5 blocks tall; an open gate is fully non-solid like a sign or torch.
- Placement: no block needed beneath it. It faces the player who placed it, whatever the fences around it do.
- Connects to wooden fences, nether brick fences and walls; not to glass panes or iron bars. Next to a wall it drops 3 pixels (in_wall).
- Open and close sounds are heard up to 16 blocks away.
- Hostile mobs treat a closed gate as a block and cannot detect a player through it unless already detected.
- Tool: axe. Hardness 2, blast resistance 3. Oak, spruce, birch, jungle, acacia, dark oak, mangrove, cherry, pale oak and bamboo gates are flammable (5); crimson and warped are not.
In Java
- Block states: facing (north default; east, north, south, west), in_wall (false), open (false), powered (false).
- powered = true means the gate is receiving redstone power; the game tracks power and open separately, which is why a hand-closed gate can be powered but shut.
- Not waterloggable.
- Crimson and warped gates do not catch fire from lava.
- Sound events: block.fence_gate.open / close (volume 0.9, pitch 0.9 to 1.0), block.cherry_wood_fence_gate.open / close (0.9, pitch 0.99 to 1.1), block.bamboo_wood_fence_gate.open / close (0.9, pitch 0.99 to 1.1), block.nether_wood_fence_gate.open / close (1.0, pitch 0.9 to 1.0).
In Bedrock
- Block states: minecraft:cardinal_direction (south default; east, north, south, west), in_wall_bit (false, metadata 0x8), open_bit (false, metadata 0x4). The wiki's Bedrock table lists no powered state.
- Bedrock runs redstone in produce ticks (P-ticks) and consume ticks (C-ticks); "powerable blocks (pistons, redstone lamps, doors, etc.)" react during a consume tick. The wiki does not give a separate game-tick number for gates beyond "opens immediately".
- Waterloggable: yes.
- Crimson and warped gates DO catch fire from lava in Bedrock.
- Legacy numeric block IDs: oak 107, spruce 183, birch 184, jungle 185, dark oak 186, acacia 187.
- Sound events: open.fence_gate / close.fence_gate (0.9, pitch 0.9 to 1.0), open.cherry_wood_fence_gate / close (1.0, pitch 0.9 to 1.0), open.bamboo_wood_fence_gate / close (0.9, pitch 0.99 to 1.1), open.nether_wood_fence_gate / close (1.0, pitch 0.9 to 1.0).
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Waterlogging: Java no, Bedrock yes.
- Block states: Java has a powered property (facing, in_wall, open, powered); Bedrock lists only cardinal_direction, in_wall_bit and open_bit, no powered state in the wiki table.
- Default facing: Java facing = north, Bedrock cardinal_direction = south.
- Lava: crimson and warped gates do not catch fire from lava in Java but do in Bedrock.
- Timing model: Java reacts on the block update; Bedrock reacts during its consume (C) tick of the P-tick / C-tick cycle. Both editions are described by the wiki as opening and closing immediately, with no extra delay stated.
- Cherry gate sound: Java volume 0.9, pitch 0.99 to 1.1; Bedrock volume 1.0, pitch 0.9 to 1.0. Sound event names differ (block.fence_gate.open in Java, open.fence_gate in Bedrock).
- Quasi-connectivity exists only in Java, but it never applies to fence gates in either edition.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA fence gate is a mechanism component; it produces no signal.output_strength0No output.strong_powernonePowers nothing.weak_powernonePowers nothing.inputadjacent power component, adjacent powered block (any side, above or below), repeater/comparator facing it, dust pointing at it or a dot next to itPowered dust next to the gate that points elsewhere does not activate it. A weakly powered block does activate it (Redstone mechanics: weakly powered blocks can still activate adjacent mechanisms).activation_delay00 game ticks (0 redstone ticks): the wiki says the gate opens immediately when activated.off_delay00 game ticks (0 redstone ticks): closes immediately when deactivated.connects_to_dustfalseDust does not point into a gate on its own; dust must be aimed at it (or be a dot) to activate it.transparenttrueInfobox Transparent = Yes. Non-conductive blocks cannot be powered, so it does not carry power to neighbors.conducts_powerfalseDoes not pass power on.movable_by_pistonyesMoves intact. A powered gate pushed to an unpowered spot keeps its state until a redstone update.stickyfalseNot a sticky block.statesfacing, in_wall, open, poweredfacing default north (east/north/south/west); in_wall, open, powered default false. powered is tracked apart from open, which allows a powered-but-hand-closed gate.comparator_readsnothingA comparator reads no value from a fence gate.quasi_connectivityfalseQC applies only to dispensers, droppers and pistons.update_orderreacts on block updateState changes of the gate itself emit no block update (Redstone mechanics: Doors, Fence Gates, Trapdoors do not produce block updates).hand_overridetrueA powered gate closed by hand stays closed until deactivated and reactivated.direction_rulesfaces the placer; opens away from the player when used by handfacing of an open gate is the swing direction.placementanywhere, no support neededCan sit with or without a solid block under it; floats in mid air. Lowers 3 px next to a wall (in_wall).collisionclosed 1.5 blocks tall; open noneMost mobs cannot jump a closed gate; an open gate is non-solid like a sign.waterloggablefalseJava gates cannot be waterlogged.interactionright click toggles open/closed; wind charge togglesWind charges from players, dispensers or breezes flip the gate.soundblock.fence_gate.open / block.fence_gate.closeVolume 0.9, pitch 0.9 to 1.0, 16 blocks. Cherry and bamboo: 0.9, pitch 0.99 to 1.1. Nether wood: 1.0, pitch 0.9 to 1.0.edition_onlypowered block state; crimson/warped do not catch fire from lavaJava lists a powered property in its block states.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseA fence gate is a mechanism component; it produces no signal.output_strength0No output.strong_powernonePowers nothing.weak_powernonePowers nothing.inputadjacent power component, adjacent powered block (any side, above or below), repeater/comparator facing it, dust pointing at it or a dot next to itSame activation list as Java on the wiki page. Powered dust pointing elsewhere does not activate it.activation_delay00 game ticks (0 redstone ticks) per the wiki (opens immediately). Bedrock applies the change during its consume (C) tick; the wiki states no extra number for gates.off_delay00 game ticks (0 redstone ticks): closes immediately when deactivated, applied in the consume tick.connects_to_dustfalseDust must be aimed at it or be a dot beside it.transparenttrueInfobox Transparent = Yes; non-conductive blocks cannot be powered.conducts_powerfalseDoes not pass power on.movable_by_pistonyesMoves intact. A powered gate pushed to an unpowered spot keeps its state until a redstone update.stickyfalseNot a sticky block.statesminecraft:cardinal_direction, in_wall_bit, open_bitcardinal_direction default south (east/north/south/west); in_wall_bit default false (0x8); open_bit default false (0x4). The wiki's Bedrock table lists no powered state.comparator_readsnothingA comparator reads no value from a fence gate.quasi_connectivityfalseQuasi-connectivity does not exist in Bedrock.update_orderconsume tick of the P-tick / C-tick cyclePowerable blocks (pistons, lamps, doors, etc.) are activated during an input/consume tick. Gate state changes emit no block update.hand_overridetrueA powered gate closed by hand stays closed until deactivated and reactivated.direction_rulesfaces the placer; opens away from the player when used by handcardinal_direction of an open gate is the swing direction.placementanywhere, no support neededCan sit with or without a solid block under it; floats in mid air. Lowers 3 px next to a wall (in_wall_bit).collisionclosed 1.5 blocks tall; open noneMost mobs cannot jump a closed gate; an open gate is non-solid like a sign.waterloggabletrueBedrock gates can be waterlogged.interactionright click toggles open/closed; wind charge togglesWind charges from players, dispensers or breezes flip the gate.soundopen.fence_gate / close.fence_gateVolume 0.9, pitch 0.9 to 1.0. Cherry: 1.0, pitch 0.9 to 1.0. Bamboo: 0.9, pitch 0.99 to 1.1. Nether wood: 1.0, pitch 0.9 to 1.0.edition_onlywaterlogging; crimson/warped catch fire from lava; legacy numeric IDsNumeric IDs: oak 107, spruce 183, birch 184, jungle 185, dark oak 186, acacia 187.Sources: minecraft.wiki, Fence Gate, Redstone mechanics, Tutorial:Quasi-connectivity, Tick, Piston
Iron Door and Iron Trapdoor
minecraft:iron_door, minecraft:iron_trapdoorAn iron door and an iron trapdoor are doors that only redstone can open. Clicking them does nothing: you need a button, lever, pressure plate or any other power next to them. The moment power arrives they swing open, and the moment it stops they swing shut. A classic use is a front door with a button on the inside and a pressure plate on the outside, so mobs cannot walk in.
JavaIn Java you can put the door under water and it stays dry inside, so an iron door makes a handy air pocket. An open iron trapdoor sitting right above a ladder can be climbed like part of the ladder.
BedrockIn Bedrock the door fills with water instead of keeping it out, so the air pocket trick does not work. Everything else feels the same, with a tiny delay because Bedrock only checks the power on every other game tick.
TipPower can reach the door through the block under it or the blocks beside either half, so hide your wiring in the floor or the wall and keep the front clean. Never push an iron door with a piston: it breaks. A trapdoor can be pushed.
Advanced factsHide advanced facts
At a glance: Java
At a glance: Bedrock
How it works
- Both blocks are redstone mechanisms: they are activated by weakly powering any cardinally adjacent block (an adjacent power component, a powered block, dust pointing at them or resting on top, a repeater or comparator pointing in).
- When activated they open immediately; when deactivated they close immediately. There is no activation delay written on the wiki: 0 game ticks (0 redstone ticks) of built-in delay.
- Neither block can be toggled by a player click or by a wind charge blast in either edition; only redstone opens or closes them.
- A door is two blocks tall (lower and upper half); every way of activating a door works on either the top or the bottom part.
- Neither block is a power source and neither carries power to other blocks: signal strength does not pass through them.
- Iron door: hardness 5, blast resistance 5, mined with a pickaxe; crafted from 6 iron ingots into 3 doors; generates in strongholds and woodland mansions.
- Iron trapdoor: hardness 5, blast resistance 5, mined with a pickaxe; crafted from 4 iron ingots; generates in ancient cities.
- Iron door needs a full solid block face beneath it to be placed. Zombies cannot break iron doors.
- Iron trapdoor is placed on any block face; placed on the top part of a block it opens downward, on the bottom part it opens upward. Once placed, the attachment block can be removed and the trapdoor stays.
- Pistons: an iron door is destroyed when a piston tries to push it and cannot be pulled by a sticky piston. Trapdoors can be moved by pistons.
- Mobs consider all trapdoors closed, so pathfinding mobs walk onto an open trapdoor and fall through.
- Open and close sounds are heard up to 16 blocks away, volume 0.9, pitch 0.9 to 1.0.
- The wiki does not state a comparator reading for either block; treat both as giving nothing to a comparator.
In Java
- The iron door tracks the blockstates facing, half, hinge, open and powered. powered is true if the door is currently powered by redstone; open is true if it is currently open.
- The iron trapdoor tracks facing, half (top or bottom), open, powered and waterlogged. powered may differ from open and open may differ from powered.
- Iron door cannot be waterlogged: water and lava flow around it, so a closed iron door makes an air pocket under water.
- Iron trapdoor is waterloggable.
- A single open iron trapdoor directly above a ladder, on the same side of the wall, is climbable like a ladder.
- State changes happen in the same game tick as the block update that powered them: 0 game ticks (0 redstone ticks) of delay.
- Sounds: block.iron_door.open, block.iron_door.close, block.iron_trapdoor.open, block.iron_trapdoor.close.
In Bedrock
- The iron door uses the states minecraft:cardinal_direction, door_hinge_bit, open_bit and upper_block_bit; there is no powered bit, so the block itself only records open or closed.
- The iron trapdoor uses direction (0 to 3: west, east, north, south), open_bit and upside_down_bit; no powered bit and no waterlogged bit.
- Iron door is waterloggable in Bedrock, so it cannot be used as an air pocket.
- Iron trapdoor is waterloggable.
- Doors and trapdoors activate only on the consume tick (C-tick), which falls on even-numbered game ticks; the block update they cause is processed on the next produce tick (P-tick). A signal that arrives on a P-tick is therefore acted on 1 game tick later (half a redstone tick).
- Sounds: open.iron_door, close.iron_door, open.iron_trapdoor, close.iron_trapdoor.
- The wiki does not mark trapdoor ladder climbing for Bedrock; treat an open iron trapdoor as not climbable there.
Differs in BedrockDiffers in JavaDiffers between Java and Bedrock
- Water: in Java the iron door cannot be waterlogged (air pocket trick works); in Bedrock the iron door can be waterlogged (air pocket trick fails). The iron trapdoor is waterloggable in both.
- Timing: Java acts on the power change in the same game tick, 0 game ticks (0 redstone ticks). Bedrock doors and trapdoors act only on the C-tick, so a change can wait up to 1 game tick (half a redstone tick) and the resulting block update lands on the next P-tick.
- Blockstates: Java keeps a separate powered property on both blocks (it may differ from open); Bedrock has only open_bit and no powered bit.
- Trapdoor state change: the Trapdoor page says each change of state takes one game tick and that Bedrock trapdoors only activate on the input/consumer redstone tick (C-tick).
- Climbing: an open iron trapdoor above a ladder is climbable in Java; the wiki marks this Java Edition only.
- Sound ids differ: Java block.iron_door.open style, Bedrock open.iron_door style. Same volume 0.9 and pitch 0.9 to 1.0.
Machine facts: Java
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIron door and iron trapdoor never emit a signal.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputweak power on any cardinally adjacent blockActivated by an adjacent active power component, a powered block (strongly or weakly), dust pointing at it or on top of it, or a repeater/comparator pointing in. For the door this applies to either half, including the block under the lower half and the block above the upper half.activation_delay00 game ticks (0 redstone ticks). Wiki: 'When activated, the iron door immediately opens.' Same for the iron trapdoor.off_delay00 game ticks (0 redstone ticks). 'When deactivated, it immediately closes.'pulse_lengthn/aNot a pulse output.min_pulse_detected1 game tickReacts to any power change; wiki gives no minimum, so 1 game tick (half a redstone tick) is the floor.connects_to_dustfalseDust does not connect to doors or trapdoors; dust must point at it or sit on top.transparenttrueIron door opacity Partial, iron trapdoor Transparent Yes. Neither conducts power to its neighbors.conducts_powerfalsePower never passes through an iron door or iron trapdoor.movable_by_pistondoor: breaks; trapdoor: yesIron door is destroyed when a piston tries to push it and cannot be pulled by a sticky piston. Trapdoors can be moved by pistons.stickyfalseNothing sticks to them.statesdoor: facing, half, hinge, open, powered; trapdoor: facing, half, open, powered, waterloggedpowered is true while the block receives redstone; open may differ from powered on the trapdoor.comparator_readsnothingWiki states no comparator output for either block.quasi_connectivityfalseOnly pistons, dispensers and droppers use quasi-connectivity in Java; doors and trapdoors do not.update_ordersame tickOpens or closes in the game tick the powering block update is processed.direction_rulesdoor hinge left/right, facing 4 ways; trapdoor facing 4 ways, top or bottom halfDoor facing is the direction the closed door faces; trapdoor facing is the direction it swings open, opposite its hinge.edition_onlyopen iron trapdoor above a ladder is climbable; iron door cannot be waterloggedBoth marked Java on the wiki.placementdoor: full solid block face beneath; trapdoor: any block face, support may be removedTrapdoor on the top part of a block opens downward, on the bottom part opens upward.waterloggabledoor: false; trapdoor: trueClosed iron door keeps water out, so it works as an air pocket in Java.interactionnoneRight click does nothing; players and wind charges cannot toggle them. Zombies cannot break iron doors.soundblock.iron_door.open/close, block.iron_trapdoor.open/closeVolume 0.9, pitch 0.9 to 1.0, audible 16 blocks.hardness5Both blocks, blast resistance 5, pickaxe.Machine facts: Bedrock
The values the Build It engine and its designer use as their baseline. Keys are literal.
power_sourcefalseIron door and iron trapdoor never emit a signal.output_strength0No output in any state.strong_powernonePowers nothing.weak_powernonePowers nothing.inputweak power on any cardinally adjacent blockSame activation list as Java; for the door either half works, including the block under the lower half and the block above the upper half.activation_delay0 to 1Acts only on the C-tick (even-numbered game ticks): 0 game ticks (0 redstone ticks) if the signal lands on a C-tick, otherwise 1 game tick (half a redstone tick). The resulting block update is processed on the next P-tick. Wiki still calls the open 'immediate'.off_delay0 to 1Same C-tick rule as activation.pulse_lengthn/aNot a pulse output.min_pulse_detected2 game ticksBecause doors and trapdoors only read on the C-tick, a pulse must still be on at a C-tick to be seen: 2 game ticks (1 redstone tick) is the safe minimum. The wiki gives no smaller figure.connects_to_dustfalseDust does not connect to doors or trapdoors; dust must point at it or sit on top.transparenttrueIron door opacity Partial, iron trapdoor Transparent Yes. Neither conducts power to its neighbors.conducts_powerfalsePower never passes through an iron door or iron trapdoor.movable_by_pistondoor: breaks; trapdoor: yesPiston page lists doors as breaking when pushed with no edition marker; Trapdoor page says trapdoors can be moved by pistons.stickyfalseNothing sticks to them.statesdoor: minecraft:cardinal_direction, door_hinge_bit, open_bit, upper_block_bit; trapdoor: direction, open_bit, upside_down_bitNo powered bit on either block; the block only records open or closed. Trapdoor direction 0 to 3 is west, east, north, south.comparator_readsnothingWiki states no comparator output for either block.quasi_connectivityfalseBedrock has no quasi-connectivity for any block.update_orderC-tick then next P-tickMechanism components (doors etc.) activate during a C-tick and change block state; the block update they cause is processed on the next P-tick.direction_rulesdoor hinge bit + cardinal direction; trapdoor direction 0 to 3, upside_down_bitupside_down_bit true means the trapdoor sits in the top half of the block.edition_onlyiron door can be waterlogged; trapdoor acts only on the C-tickLadder climbing over an open trapdoor is not marked for Bedrock on the wiki.placementdoor: full solid block face beneath; trapdoor: any block face, support may be removedTrapdoor on the top part of a block opens downward, on the bottom part opens upward.waterloggabledoor: true; trapdoor: trueIron door fills with water, so it cannot make an air pocket in Bedrock.interactionnoneRight click does nothing; players and wind charges cannot toggle them. Zombies cannot break iron doors (Bedrock 1.16.0).soundopen.iron_door, close.iron_door, open.iron_trapdoor, close.iron_trapdoorVolume 0.9, pitch 0.9 to 1.0, audible 16 blocks.hardness5Both blocks, blast resistance 5, pickaxe.Sources: minecraft.wiki, Door, Trapdoor, Iron Door, Iron Trapdoor, Wooden Door, Piston, Redstone mechanics, Tick