

Stackable A structure is stackable if it can be placed directly next to other copies of itself, and they all can be controlled as a single unit. Silent structures are desirable for traps or peaceful homes. Silent A structure is silent if it makes no noise (such as from piston movement, dispenser/dropper triggering when empty, etc.). Seamless is a desirable design goal for piston-extenders, piston doors, etc. Seamless A structure is seamless if no redstone components are visible both before and after it completes its task (but it's okay if some are visible during operation). Instant A structure is instant if its output responds immediately to its input (a circuit delay of 0 ticks). Hipster A structure is hipster if it is initially hidden behind a flat wall, floor, or ceiling and can still provide utility to the other side. Flush is a desirable design goal for piston-extenders, piston doors, etc. Flush A structure is flush if it doesn't extend beyond a flat wall, floor, or ceiling and can still provide utility to the other side, though redstone mechanisms may be visible in the wall. Flat structures are often easier for beginners to understand and build, and fit nicely under floors or on top of roofs. Flat A structure is flat if it generally can be laid out on the ground with no components above another (support blocks under redstone components are okay).

1-wide A structure is 1-wide if at least one of its horizontal dimensions is exactly one block wide. Several features may be considered desirable design goals:ġ-high A structure is 1-high (aka "1-tall") if its vertical dimension is one block high (meaning it cannot have any redstone components that require support blocks below them, such as redstone dust or repeaters). Sometimes it is convenient to compare circuits simply by the area of their footprint (e.g., 3×4 for a circuit three-block wide by four blocks long), or by a single dimension important in a particular context (e.g., length in a sequence of sub-circuits, height in a confined space, etc.). However, this method is unable to distinguish between flat and 1-high circuits, as well as some other circuit differences. The wiki describes circuit size (the volume of the rectangular solid it occupies) with the notation of shorter width × longer width × height, including support/floor blocks, but not including inputs/outputs.Īnother method used for describing circuit size in the Minecraft community is to ignore non-Redstone blocks simply used for support (for example, blocks under Redstone dust or repeaters). See the Help:Schematic page for details on how various blocks and components are represented. Most circuits are described using Schematic diagrams some of these require multiple images to show one or two layers per image. The Redstone tips tutorial gives general advice about building.The Mechanisms tutorial complements this article with an assortment of mechanism designs using circuits described here.The Redstone components article adds a list and description of all blocks which interact with redstone power.The Redstone mechanics article provides more information on these concepts.Each circuit type on this page has links to its own page, which provides greater detail about them and give schematics for multiple variations of each.īefore working with any but the most basic Redstone circuits, an understanding of some basic concepts is required: "power", "signal strength", "redstone ticks", and "block updates". These can be used to control simple mechanisms, or combined as parts of a larger build. However, this article provides only an overview of redstone circuits as above.

The machines controlled by redstone circuits can range from simple devices such as automatic doors and light switches to complex devices such as elevators, automatic farms, or even in-game computers. Making this distinction lets us talk about the various circuits separately, and let players choose whichever circuits are useful for their purposes. Circuits can act in response to player or entity/ mob activation, continuously on a loop, or in response to non-player activity (mob movement, item drops, plant growth, etc).Ī useful distinction can be made between a circuit performing operations on signals (generating, modifying, combining, etc.), and a mechanism manipulating the environment (moving blocks, opening doors, changing the light level, producing sound, etc.). A redstone circuit is a contraption that activates or controls mechanisms.
