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A redstone circuit is a structure that activates or controls mechanisms. Circuits can act in response to player activation, continuously on a loop, or in response to non-player activity (mob movement, item drops, plant growth, etc).

A 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.). Making this distinction lets us talk about the various circuits separately, and let players choose whichever circuits are useful for their purposes. 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. However, this article provides only an overview of redstone circuits as above. These can be used to control simple mechanisms, or combined as parts of a larger build. Each circuit type on this page has links to its own page, which will go into much greater detail about them and give schematics for multiple variations of each.

Other relevant articles:

Şunlara da bakın: Mechanics/Redstone, Redstone components, Tutorials/Mechanisms and Tutorials/Redstone tips Before 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".
  • The Redstone mechanics article provides more information on these concepts.
  • The Redstone components article adds a list and description of all blocks which interact with redstone power.
  • The Mechanisms tutorial complements this article with an assortment of mechanism designs using circuits described here.
  • The Redstone tips tutorial gives general advice about building.

Describing Circuits[düzenle | kaynağı değiştir]

Most circuits are described using Schematic diagrams; some of these require multiple images to show one or two layers per image. See the Help:Schematic page for details on how various blocks and components are represented.

Size[düzenle | kaynağı değiştir]



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.).

Features[düzenle | kaynağı değiştir]

Several features may be considered desirable design goals:

A structure is 1-wide if at least one of its horizontal dimensions is exactly one block wide.
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. See also flush and 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). Seamless is a desirable design goal for piston-extenders, piston doors, etc. See also flush and hipster.


Some components are not available before a player has access to the Nether, which will limit the designs they can use. In particular, comparators, observers and daylight detectors require nether quartz, which can only be obtained from the Nether. Additionally, redstone lamps require glowstone, which is occasionally available from trading or witches, but is much more plentiful in the Nether.

Circuit types[düzenle | kaynağı değiştir]


Some of these circuits might be used by themselves for simple control of mechanisms, but frequently the player will need to combine them into more complex circuits to meet the needs of a mechanism.

Transmission circuit[düzenle | kaynağı değiştir]

Ana Başlık: Transmission circuit


Vertical transmission
Transmitting signals upwards
Transmitting signals downwards
Examples of two-way vertical ladders Şablon:İn
  • Redstone staircases: The simplest way to transmit signals vertically is by placing redstone dust on blocks diagonally upwards, either in a straight staircase of blocks, in a 2×2 spiral of blocks, or another similar variation. Redstone staircases can transmit signals both upwards and downwards but can take up a lot of space and will require repeaters every 15 blocks.
  • Redstone ladders: Because glowstone, upside-down slabs, glass and upside-down stairs can support redstone dust but don't cut redstone dust, signals can be transmitted vertically (upwards only) by alternating these blocks in a 2×1 "ladder". Redstone ladders take up less space than redstone staircases but also require repeaters every 15 blocks. Şablon:IN, glass and pistons can be used to create two-way vertical ladders that transmit signals both upwards and downwards, glowstone, hoppers, and slabs allow the dust to power upwards but not downwards.
  • Observer towers: An observer can power a block of a redstone circuit above or below it, allowing vertical transmission both upwards and downwards. Placing blocks that can be activated, such as redstone dust, noteblocks, or doors, both above and below it creates a state change when the observer is looking downwards or downwards when the observer is looking upwards. Repeating this pattern means that updates will be chained.
  • Daylight detector exploiting: You can use daylight detectors to send a Redstone signal downwards in 1 tick, but the path needs to be unobstructed by anything. You need to have a piston push a block over the sensor. It will detect the change in light and emit a Redstone pulse. This design is extendable upwards as far as you want, but you need to have the original hole open to sunlight. It also only works during the day, because it uses shadows to activate.
  • Bubble columns: An observer can be used to detect the block update that occurs when a water source changes to a bubble column (or vice versa). When swapping the block below a column of water sources to soul sand or a magma block from some other block, the entire column will immediately change to bubble column blocks. This can be used to quickly transmit a redstone signal upwards to an observer facing the top water source/bubble column block.
Many circuits are already one-way simply because their output comes from a block that can't take input. For example, a signal cannot be pushed back into a circuit through a redstone torch except through the block it's attached to.

Logic circuit[düzenle | kaynağı değiştir]

Ana Başlık: Logic circuit


In electronic or programming diagrams, logic gates are typically shown as if they were individual devices; However, when building redstone devices in Minecraft, all logic gates are formed from multiple blocks and components, which interact to produce the desired results.

Logic Gate Outputs
A ON ON off off Question Answered
B ON off ON off
NOT A off off ON ON Is A off?
A OR B ON ON ON off Is either input on?
A NOR B off off off ON Are both inputs off?
A AND B ON off off off Are both inputs on?
A NAND B off ON ON ON Is either input off?
A XOR B off ON ON off Are the inputs different?
NOT gate
A NOT gate (aka "inverter") is on if its input is off. The simplest NOT gate is an input block with a redstone torch attached.
OR gate
An OR gate is on if any of its inputs are on. The simplest OR gate is to feed multiple signals into a single block or redstone wire.
NOR gate
A NOR gate is on only if none of its inputs are on. The simplest NOR gate is to feed multiple signals into a block with a redstone torch attached.
AND gate
An AND gate is on only if all of its inputs are on.
NAND gate
A NAND gate is on if any of its inputs are off.
XOR gate
An XOR gate is on if its inputs are different.
XNOR gate
An XNOR gate is on if its inputs are equal.
IMPLY gate
An IMPLY gate is on unless the first input is on and the second input is off.

Pulse circuit[düzenle | kaynağı değiştir]

Ana Başlık: Pulse circuit


A circuit that is stable in one output state and unstable in the other is known as a monostable circuit.[note 1] Many pulse circuits are monostable because their OFF state is stable, but their ON state will quickly (or eventually) revert to OFF.

Pulse generator
A pulse generator produces a pulse of a specific duration.
Pulse limiter
Pulse extender
Pulse multiplier
Pulse divider
Edge detector
An edge detector reacts to either a signal changing from OFF to ON (a "rising edge" detector), from ON to OFF (a "falling edge" detector), or both (a "dual edge" detector).
Pulse length detector

Clock circuit[düzenle | kaynağı değiştir]

Ana Başlık: Clock circuit



Observer clock
Repeater clock
Hopper clock
Piston clock
Comparator clock
The clock of short or moderate cycle length utilizing comparator's subtraction or signal fading feature. Clocks can also be built using daylight sensors, minecarts, boats, water flow, item despawn, etc.

Memory circuit[düzenle | kaynağı değiştir]

Ana Başlık: Memory circuit


RS latch
An RS latch has two inputs, one to set the output on and another to reset the output back to off. An RS latch built from NOR gates is known as an "RS NOR latch", which is the oldest and most common memory circuit in Minecraft.
T flip-flop
Gated D latch
JK latch
Unlike T flip-flops and RS latches, which can only hold two states (ON or OFF), a counter can be designed to hold a greater number of states.

Many other memory circuits are possible.

Miscellaneous circuits[düzenle | kaynağı değiştir]

Ana Başlık: Miscellaneous circuits

These circuits aren't generally needed for redstone projects, but might find use in complex projects, proofs of concept, and thought experiments. Some examples:

Multiplexers and relays
Ana Başlık: Tutorials/Randomizers

Multi-bit circuits
Block update detectors
Ana Başlık: Tutorials/Block update detector
Ana Başlık: Tutorials/Comparator update detector

A block update detector (BUD, or BUD switch) is a circuit that reacts to a block changing its state (for example, stone being mined, water changing to ice, a pumpkin growing next to a pumpkin stem, etc.). BUDs react by producing a pulse, while T-BUDs (toggleable BUDs) react by toggling their output state. These are generally based on subtle quirks or glitches in device behavior; current circuits most often depend on pistons. As of Java Edition 1.11, many of the functions of BUDs were condensed into the observer, however, a BUD circuit can also detect other changes undetectable by observers, like a furnace finishing smelting or something being crafted in a crafting table. The addition of this was made to move toward feature parity with Şablon:El versions.

Many other complex circuits are possible.

Şunlara da bakın: Tutorials/Advanced redstone circuits

Video[düzenle | kaynağı değiştir]

References[düzenle | kaynağı değiştir]

  1. Note: Some players refer to edge detectors as monostable circuits