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Redstone Components

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.

How it works

Time unitsThe game runs 20 game ticks per second. A redstone tick is 2 game ticks (0.1 seconds).
Signal strengthA 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 DustDust 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 downDust 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 powerA 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 powerA 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 burnoutIf 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 lockA 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 modeOutput is the back signal. If a side signal is stronger than the back signal, the output is 0.
Comparator, subtract modeOutput is the back signal minus the strongest side signal, never below 0. Using the Comparator switches modes.
Comparator inputsThe 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 PlateStrength equals the number of entities on it, up to 15.
Heavy Weighted Pressure PlateStrength 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 limitA piston moves at most 12 blocks, counting blocks dragged along by Slime Blocks and Honey Blocks. With more, it does not extend.
Piston speedThe moving blocks travel for 2 game ticks (0.1 seconds) and become normal blocks on the next tick.
Blocks pistons cannot moveObsidian, 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 pullGlazed 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 abovePistons, 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 reachA 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 strengthStrength 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 filterA 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 blockersWool 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.

Components

Redstone DustStrongest input minus 1 per block of dustNoneAny power source or strongly powered block next to it
Redstone Torch15 to every side except the block it is on; strong power to the block above1 redstone tick (0.1 seconds)Turns off while the block it is on is powered
Repeater15 forward; strong power to the block in front1 to 4 redstone ticks (0.1 to 0.4 seconds), changed by using itPower at its back; locked by a powered Repeater or Comparator at its side
ComparatorBack signal, or back minus side in subtract mode1 redstone tick (0.1 seconds)Power or a block reading at its back; signals at its sides
Observer15 out of its back for 1 redstone tick (2 game ticks); strong power to the block behind1 redstone tick (0.1 seconds)Any change to the block its face looks at
Lever15 while on; strong power to the block it is onNoneUsing it
Stone Button, Polished Blackstone Button15 for 20 game ticks (1 second); strong power to the block it is onNonePressing it
Wooden buttons (every wood type, Bamboo, Crimson, Warped)15 for 30 game ticks (1.5 seconds); strong power to the block it is onNonePressing it, or an arrow stuck in it (stays on while the arrow is there)
Wooden pressure plates15; strong power to the block belowNoneAny entity, including dropped items and arrows
Stone Pressure Plate, Polished Blackstone Pressure Plate15; strong power to the block belowNonePlayers, mobs and Armor Stands only
Light Weighted Pressure Plate1 per entity, up to 15NoneAny entity
Heavy Weighted Pressure Plate1 per 10 entities (rounded up), up to 15NoneAny entity
Tripwire Hook15 while the tripwire is touched; strong power to the block it is onNoneAny entity in the tripwire between two facing hooks, 1 to 40 tripwire apart
Daylight Detector0 to 15 from sky light, less when the sun is low; inverted: 15 minus sky lightUpdates every 20 game ticks (1 second)Daylight; using it switches to inverted. Does not update in the Nether or the End
Target1 to 15, higher the nearer the hit is to the center of the faceOn for 20 game ticks (1 second) after an arrow, 8 game ticks (0.4 seconds) after other projectilesA projectile hitting it
Lightning Rod15 for 8 game ticks (0.4 seconds); strong power to the block it is onNoneLightning striking it
Sculk Sensor1 to 15 by distance, range 8 blocks; on for 30 game ticks (1.5 seconds), then 10 game ticks (0.5 seconds) of rest1 game tick per block the vibration travelsVibrations
Calibrated Sculk Sensor1 to 15 by distance, range 16 blocks; on for 10 game ticks (0.5 seconds), then 10 game ticks of rest1 game tick per block the vibration travelsVibrations, optionally of one frequency only
Trapped ChestNumber of players and mobs that have it open, up to 15; strong power to the block belowNoneOpening it
Lectern15 for 2 game ticks (0.1 seconds); strong power to the block belowNoneTurning a page of the book on it
Jukebox15 while a disc is playingNoneA playing Music Disc
Detector Rail15 while a minecart is on it; strong power to the block belowRechecks every 20 game ticks (1 second)A minecart on it
Redstone Block15 to every side, alwaysNoneAlways on
Copper BulbNo signal; its light switches on or offNoneEach time it starts being powered
CrafterCrafts one item4 game ticks (0.2 seconds)Each time it starts being powered
Piston, Sticky PistonPushes up to 12 blocks; a Sticky Piston pulls one backMove takes 2 game ticks (0.1 seconds)Power at any side except its face, or above it
Dispenser, DropperFires or drops one item4 game ticks (0.2 seconds)Each time it starts being powered, including from above
HopperMoves 1 item every 8 game ticks (0.4 seconds)NoneStops moving items while powered
Note BlockPlays its noteNoneEach time it starts being powered
Redstone LampLightOn at once; off 4 game ticks (0.2 seconds) after power stopsPower
TNTExplodes80 game ticks (4 seconds); 10 to 29 game ticks if lit by another explosionPower
BellRingsNoneEach time it starts being powered
Doors, Trapdoors, Fence GatesOpen while powered, close when power stopsNonePower; Iron Door and Iron Trapdoor open only this way
Powered Rail, Activator RailTurns on and passes power up to 8 rails alongNonePower

Buttons and pressure plates

Stone Button, Polished Blackstone Button20 game ticks (1 second)Players
Oak, Spruce, Birch, Jungle, Acacia, Cherry, Dark Oak, Pale Oak, Mangrove, Poplar, Bamboo, Crimson and Warped Buttons30 game ticks (1.5 seconds)Players and arrows
Stone Pressure Plate, Polished Blackstone Pressure PlateUntil 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 PlatesUntil a check finds nothing on it; checks every 20 game ticks (1 second)Any entity
Light Weighted Pressure PlateUntil a check finds nothing on it; checks every 10 game ticks (0.5 seconds)Any entity, strength 1 per entity
Heavy Weighted Pressure PlateUntil a check finds nothing on it; checks every 10 game ticks (0.5 seconds)Any entity, strength 1 per 10 entities

Vibration frequencies

1Stepping, swimming, flapping wings
2A projectile landing, landing on the ground, splashing, bouncing
3Finishing using an item, shooting a projectile, playing an instrument
4A mob action, gliding with Elytra, taking off equipment
5Getting off a ride, putting on equipment
6Interacting with a mob, shearing, getting on a ride
7A mob or player taking damage
8Drinking, eating
9Closing a container or block, a block turning off, detaching
10Opening a container or block, a block turning on, attaching, lighting TNT, a Note Block playing
11A block changing state
12Breaking a block, picking up a fluid
13Placing a block, placing a fluid
14Placing an entity, lightning striking, teleporting
15A mob or player dying, an explosion
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