
Chart
Redstone Components
How strong a redstone signal is, how far it travels, and what every redstone component sends out, how long it takes and what sets it off.
| Time units | The game runs 20 game ticks per second. A redstone tick is 2 game ticks (0.1 seconds). |
| Signal strength | A signal has a strength from 0 (off) to 15. Most power sources give 15. Daylight Detectors, Targets, Sculk Sensors, Trapped Chests, weighted pressure plates and Comparators can give less. |
| Redstone Dust | Dust takes the strength of its strongest input and loses 1 for every block of dust after that. Dust next to a 15 source is 15, so a line carries the signal 15 blocks; the 16th block of dust gets 0. Dust changes at once, with no delay. |
| Dust up and down | Dust connects to dust one block higher or lower on a neighboring column. A solid block directly above the dust cuts its connections to dust one block higher. |
| Strong power | A solid block is strongly powered by a Repeater or Comparator pointing into it, a Redstone Torch under it, an Observer facing away from it, or a Lever, Button, Tripwire Hook or Lightning Rod attached to it. A pressure plate, Detector Rail, Trapped Chest, Lectern or Sculk Sensor on top of it also strongly powers it. A strongly powered block powers everything next to it, including Redstone Dust. |
| Weak power | A solid block powered only by Redstone Dust (dust on top of it or pointing into it) powers components next to it, such as lamps, pistons and Repeaters, but does not power Redstone Dust. |
| Redstone Torch burnout | If one Redstone Torch turns off 8 times within 60 game ticks (3 seconds), it burns out and stays off. It checks again after 160 game ticks (8 seconds) and lights only if its block is unpowered and it has turned off fewer than 8 times in the last 3 seconds. |
| Repeater lock | A Repeater is locked while a powered Repeater or Comparator points into its side. A locked Repeater keeps its current output and ignores its back input. |
| Comparator, compare mode | Output is the back signal. If a side signal is stronger than the back signal, the output is 0. |
| Comparator, subtract mode | Output is the back signal minus the strongest side signal, never below 0. Using the Comparator switches modes. |
| Comparator inputs | The back reads a signal, or the contents of a block that has a reading (see Comparator Outputs). It can read through one solid block to the block behind it, or an Item Frame on that block. Side inputs are Redstone Dust, a Redstone Block, or a Repeater, Comparator or other source pointing into the side. |
| Light Weighted Pressure Plate | Strength equals the number of entities on it, up to 15. |
| Heavy Weighted Pressure Plate | Strength is the number of entities divided by 10, rounded up, up to 15. 1 to 10 entities give 1; 141 or more give 15. |
| Piston push limit | A piston moves at most 12 blocks, counting blocks dragged along by Slime Blocks and Honey Blocks. With more, it does not extend. |
| Piston speed | The moving blocks travel for 2 game ticks (0.1 seconds) and become normal blocks on the next tick. |
| Blocks pistons cannot move | Obsidian, Crying Obsidian, Bedrock, Reinforced Deepslate, Respawn Anchor, Lodestone, Anvils, Grindstone, End Portal Frame, an extended piston, any block that stores items or other data (such as Chests, Furnaces, Hoppers, Jukeboxes and Beacons), and unbreakable blocks. |
| Push but not pull | Glazed Terracotta can be pushed but a Sticky Piston cannot pull it, and it is not dragged by Slime Blocks or Honey Blocks. Fragile blocks such as plants break instead of moving. |
| Power from above | Pistons, Sticky Pistons, Dispensers and Droppers also react to power reaching the space directly above them. A door reacts to power at either of its two halves. |
| Rail reach | A Powered Rail or Activator Rail turns on when it is powered or when a powered rail of the same kind is up to 8 rails away along a connected line. |
| Sculk Sensor strength | Strength is 15 minus the distance to the vibration times 15/8, rounded down, at least 1. For a Calibrated Sculk Sensor the factor is 15/16. A vibration takes 1 game tick per block of distance to arrive. |
| Calibrated filter | A signal of 1 to 15 into a Calibrated Sculk Sensor's input side makes it react only to vibrations of that frequency. With no input it reacts to every frequency. |
| Vibration blockers | Wool blocks between the source and the sensor stop a vibration. An Amethyst Block next to an activated sensor repeats the vibration with the same frequency. |
| Redstone Dust | Strongest input minus 1 per block of dust | None | Any power source or strongly powered block next to it |
| Redstone Torch | 15 to every side except the block it is on; strong power to the block above | 1 redstone tick (0.1 seconds) | Turns off while the block it is on is powered |
| Repeater | 15 forward; strong power to the block in front | 1 to 4 redstone ticks (0.1 to 0.4 seconds), changed by using it | Power at its back; locked by a powered Repeater or Comparator at its side |
| Comparator | Back signal, or back minus side in subtract mode | 1 redstone tick (0.1 seconds) | Power or a block reading at its back; signals at its sides |
| Observer | 15 out of its back for 1 redstone tick (2 game ticks); strong power to the block behind | 1 redstone tick (0.1 seconds) | Any change to the block its face looks at |
| Lever | 15 while on; strong power to the block it is on | None | Using it |
| Stone Button, Polished Blackstone Button | 15 for 20 game ticks (1 second); strong power to the block it is on | None | Pressing it |
| Wooden buttons (every wood type, Bamboo, Crimson, Warped) | 15 for 30 game ticks (1.5 seconds); strong power to the block it is on | None | Pressing it, or an arrow stuck in it (stays on while the arrow is there) |
| Wooden pressure plates | 15; strong power to the block below | None | Any entity, including dropped items and arrows |
| Stone Pressure Plate, Polished Blackstone Pressure Plate | 15; strong power to the block below | None | Players, mobs and Armor Stands only |
| Light Weighted Pressure Plate | 1 per entity, up to 15 | None | Any entity |
| Heavy Weighted Pressure Plate | 1 per 10 entities (rounded up), up to 15 | None | Any entity |
| Tripwire Hook | 15 while the tripwire is touched; strong power to the block it is on | None | Any entity in the tripwire between two facing hooks, 1 to 40 tripwire apart |
| Daylight Detector | 0 to 15 from sky light, less when the sun is low; inverted: 15 minus sky light | Updates every 20 game ticks (1 second) | Daylight; using it switches to inverted. Does not update in the Nether or the End |
| Target | 1 to 15, higher the nearer the hit is to the center of the face | On for 20 game ticks (1 second) after an arrow, 8 game ticks (0.4 seconds) after other projectiles | A projectile hitting it |
| Lightning Rod | 15 for 8 game ticks (0.4 seconds); strong power to the block it is on | None | Lightning striking it |
| Sculk Sensor | 1 to 15 by distance, range 8 blocks; on for 30 game ticks (1.5 seconds), then 10 game ticks (0.5 seconds) of rest | 1 game tick per block the vibration travels | Vibrations |
| Calibrated Sculk Sensor | 1 to 15 by distance, range 16 blocks; on for 10 game ticks (0.5 seconds), then 10 game ticks of rest | 1 game tick per block the vibration travels | Vibrations, optionally of one frequency only |
| Trapped Chest | Number of players and mobs that have it open, up to 15; strong power to the block below | None | Opening it |
| Lectern | 15 for 2 game ticks (0.1 seconds); strong power to the block below | None | Turning a page of the book on it |
| Jukebox | 15 while a disc is playing | None | A playing Music Disc |
| Detector Rail | 15 while a minecart is on it; strong power to the block below | Rechecks every 20 game ticks (1 second) | A minecart on it |
| Redstone Block | 15 to every side, always | None | Always on |
| Copper Bulb | No signal; its light switches on or off | None | Each time it starts being powered |
| Crafter | Crafts one item | 4 game ticks (0.2 seconds) | Each time it starts being powered |
| Piston, Sticky Piston | Pushes up to 12 blocks; a Sticky Piston pulls one back | Move takes 2 game ticks (0.1 seconds) | Power at any side except its face, or above it |
| Dispenser, Dropper | Fires or drops one item | 4 game ticks (0.2 seconds) | Each time it starts being powered, including from above |
| Hopper | Moves 1 item every 8 game ticks (0.4 seconds) | None | Stops moving items while powered |
| Note Block | Plays its note | None | Each time it starts being powered |
| Redstone Lamp | Light | On at once; off 4 game ticks (0.2 seconds) after power stops | Power |
| TNT | Explodes | 80 game ticks (4 seconds); 10 to 29 game ticks if lit by another explosion | Power |
| Bell | Rings | None | Each time it starts being powered |
| Doors, Trapdoors, Fence Gates | Open while powered, close when power stops | None | Power; Iron Door and Iron Trapdoor open only this way |
| Powered Rail, Activator Rail | Turns on and passes power up to 8 rails along | None | Power |
| Stone Button, Polished Blackstone Button | 20 game ticks (1 second) | Players |
| Oak, Spruce, Birch, Jungle, Acacia, Cherry, Dark Oak, Pale Oak, Mangrove, Poplar, Bamboo, Crimson and Warped Buttons | 30 game ticks (1.5 seconds) | Players and arrows |
| Stone Pressure Plate, Polished Blackstone Pressure Plate | Until a check finds nothing on it; checks every 20 game ticks (1 second) | Players, mobs and Armor Stands |
| Oak, Spruce, Birch, Jungle, Acacia, Cherry, Dark Oak, Pale Oak, Mangrove, Poplar, Bamboo, Crimson and Warped Pressure Plates | Until a check finds nothing on it; checks every 20 game ticks (1 second) | Any entity |
| Light Weighted Pressure Plate | Until a check finds nothing on it; checks every 10 game ticks (0.5 seconds) | Any entity, strength 1 per entity |
| Heavy Weighted Pressure Plate | Until a check finds nothing on it; checks every 10 game ticks (0.5 seconds) | Any entity, strength 1 per 10 entities |
| 1 | Stepping, swimming, flapping wings |
| 2 | A projectile landing, landing on the ground, splashing, bouncing |
| 3 | Finishing using an item, shooting a projectile, playing an instrument |
| 4 | A mob action, gliding with Elytra, taking off equipment |
| 5 | Getting off a ride, putting on equipment |
| 6 | Interacting with a mob, shearing, getting on a ride |
| 7 | A mob or player taking damage |
| 8 | Drinking, eating |
| 9 | Closing a container or block, a block turning off, detaching |
| 10 | Opening a container or block, a block turning on, attaching, lighting TNT, a Note Block playing |
| 11 | A block changing state |
| 12 | Breaking a block, picking up a fluid |
| 13 | Placing a block, placing a fluid |
| 14 | Placing an entity, lightning striking, teleporting |
| 15 | A mob or player dying, an explosion |














































