Talk:Redstone circuits/Archive 2

This page is getting incredibly messy, so I'm going to attempt to do some cleaning and sorting. Anything resolved or not replied to since last year has been moved to the archive. From now on let's try to keep like topics together instead of duplicating, and stick to the new sections =) -- 23:19, 29 April 2011 (UTC)

Page Layout
For discussions pertaining to the layout of the page as a whole.

Standards
Can we seriously please keep stupid youtube videos off of this page? If we need them somewhere, put them somewhere else.


 * On top of that, can we have someone go through this page and correct the various mislabeled circuits? I just removed a piston clock from the section on pulse generators, and I'm pretty sure there are other mistakes of a similar nature elsewhere on the page. (Though, to be fair, if you search "redstone pulse generator" on Youtube and Google, the ONLY thing you get is clocks) 01:26, 13 January 2012 (UTC)

Redesign
So there were a few topics I archived, mostly old, regarding a redesign to the page as a whole. Fact is this page is just growing so large and cluttered with every possible circuit design, and space isn't being effectively utilized to present them in space saving and efficient way.

For one, I think listing every possible variation of a circuit design is just overkill. Maybe we could have a subpage for each one which would list that, but really we only need one or two on the main page for people to test and understand the logic.

Secondly, I seriously believe we need to deviate away from MCRS for our diagrams, and even more so away from these animated images. MCRS was a great idea and works fine for testing designs, but it really lacks in the way of presentation to people who are new to this (and even some of us old to it). Call me biased but, something closer in design to the would be great. maybe we could find someone to make this or convince the MCRS creator to change the standard? As to the animations, they are just horribly annoying, confusing, and lead to worsened standards since few know how (or at take the time) to put them together. In place of these, perhaps some sort of paged content area, where the viewer could hit next and back to navigate between the levels (possible in wiki formatting? I'm sure we could put together a template for it).

Anyways, these are just my thoughts. Anyone else have anything to add? -- 23:41, 29 April 2011 (UTC)


 * Thought I'd throw in my two cents as someone who has just begun to experiment with redstone circuitry. This page is very confusing to a beginner. Clearer definitions of all the different terminology would be appreciated, as well as easily understandable diagrams. This page reads like it was written by a coder for a coder, but not all of us have that background. A basic tutorial would also be a good idea. Thanks -- 22:40, 29 May 2011 (UTC)


 * I agree with Pixeldestroyer. 01:35, 4 June 2011 (UTC)


 * I had a thought, couldn't the more complicated animations, like the multiplexer, benefit from numbered animation layers? It's very hard for a beginner to pick up which symbols are which right away.  Also, could that tiny symbol table in the main article be blown up a bit, so the text in the graphic is more readable?  I'm pretty good at reading stuff and that text just keeps making me squint at it to read it, which is annoying.   07:54, 13 July 2011 (UTC)BrickVoid


 * I really just dislike the idea of using animations, with the exception of animation redstone flow (like if someone wanted to animate the clock for example). The issue is animated gif's work at a set speed, and viewers have no way to speed it up or slow it down. So for something with 3 layers, it's going to constantly cycle between the 3 and the viewer has to wait for it to get to the right one again, then memorize what they were looking for before it's gone. Absolutely horrible. What I want is a viewing area with left and right arrows, that allow you to change the image in the box up and down levels as needed. I've seen it done on mediawiki before. -- 17:00, 23 July 2011 (UTC)


 * This is really, 100%, ABSOLUTELY necessary. Even as a redstone veteran, I STILL have a horrible time using this page.  Let me expand on what  was saying with some of my own thoughts:
 * For one, the different circuit designs should be broken into their own pages. There is no need to clutter this page with hundreds of alternative circuit designs.  Take a look at how Wikipedia does it for the logic gates article.  They summarize the basic info, with links to the appropriate gate-specific pages.  Each of those pages describes the implementations in detail.
 * Secondly, I agree that we need to move away from MCRS format. MCRS does not support all the current redstone blocks, which forces inconsistent work-arounds.  Also, MCRS levers and torches look far too similar.  However, I don't think moving to the master image is the best idea.  The goal in circuit design is to simplify everything to just the circuit, and the master-image images are more complex than necessary.  I am a big fan of Circuit Simulator and its fork by Rek55.  This seems to be the only major 2D simulation project currently being updated, and I feel that it keeps enough of MCRS that the diagrams won't change too much, but they will change where they count.
 * Thirdly, how to solve the challenge of representing the three dimensional nature of redstone circuitry. I feel  does a very good job of this.  The animated gifs are far too complicated, and since they are constantly changing, it is difficult to see exactly what you are trying to design.  I totally agree that the shading nonsense in MCRS (which is very useful in the program, btw) does not lend itself to easy to read schematics.


 * I think I'll take a whack at totally overhauling this page this weekend. Stay posted.  I should have a link to a sandbox version that I'll be constantly working on soon.  -- 22:58, 19 July 2011 (UTC)


 * Don't forget to sign your posts (unless it was you below too lol, but there was a space between). Anyways, to your first point I would agree wholeheartedly. Pages can have subpages, so let's just break all of the logic get sections as they are into those new pages, and sort out the mess after (better than trying to sort it now and then breaking them out).
 * As to your second point, I would have to disagree., mostly. The goal of circuit design is to break things down to their simplest level, but the goal of this page is to present it in a way that anyone can understand it. These aren't only electrical engineers viewing this pages, but people who want to try their hand at making a simple contraption, and may not be familiar with the simplified formats (and to make them have to look up each one every time until they learn it is absurd). By using actual block representations in a grid, we can properly and usefully represent circuits to anyone who plays minecraft.
 * To your third point, I'd say that's definitely a step in the right direction. What I would ultimately want is as I mentioned above in a comment, a box with left and right arrows allowing you to select between the different levels of the contraption. I've seen it done on mediawiki before, and I'll look into all that it would require. -- 17:00, 23 July 2011 (UTC)


 * So, I've begun the process of editing the article (see my progress ). After I got frustrated with some writers block, I took a gander back through the archived Talk Section, I stumbled upon this gem: .  User  appeared to be in the process of breaking the circuits page into a number of subpages, but seemed to quickly fizzle out after November 2010.  Given the depth of this page at the moment, I vote to break this page into subpages similar to YEAH TOAST's work.  I will update as I make progress.  -- 20:05, 20 July 2011 (UTC)

(I re-combined the post preceding the above to avoid the confusing appearance of an unsigned post.) I also support and would like to encourage these efforts to improve the page. In particular is a good example of how to clearly show the layers. - 15:01, 26 July 2011 (UTC)

I'd be ok with the side-by-side with labeled layers if we can't get the mediawiki idea working, but otherwise not too fond of it for more than 3 layers since it means potentially super wide images. I will say I'm working on a project now that will allow for the easy creation of image layouts along the lines of the one I made way back still at the top. If all goes well, it may turn into something even more ;) -- 02:48, 28 July 2011 (UTC)


 * Absolutely get rid of those animated GIFs. That is the most counterproductive idea I've ever seen. You want to make sure you have the layers correct, and the image flashes to a different layer. -- 18:31, 9 September 2011 (UTC)

Maybe will be a good idea to make a templates similar to and  for circuit purposes exclusively for circuit elements with all possible variants of their sprites? Than we make circuit maps that any newcomer can reproduce without problems. In my profile can be seen not best sample using existing sprites -- 02:03, 17 September 2011 (UTC)

I've been looking at this page for awhile now, and its steadily gotten worse. Nick2253 has done a great job so far with his page "(see [Nick's] progress )", but I feel we would benefit from making this article into multiple ones.
 * The main page (keeping the title "Redstone Curcuits") would consist of the basics for redstone circuitry, such as the characteristics of redstone (i.e. 15 blocks, how they transmit power, ect.); all of the input/output devices pertaining to redstone; details about the characteristics of the various components of redstone (i.e. repeaters and redstone torches); a basic description of a Logic Gate, the redstone torch as a Not gate, truth tables, and the definition of Boolean functions/operations; and then a section on Latches, what makes a latch a latch, and edge versus level triggers.
 * The first half, up to but not including Logic gates, will be the area where screenshots and diagrams can be used to describe things, there will be bare minimal screenshots/diagrams in the sections pertaining to Logic Gates and Latches, and absolutely zero diagrams describing specific logic gates/latches.
 * In the second half (the section dealing with logic gates and latches) there will be a section containing links to other articles describing each gate and latch in a single article, OR a single article for Logic Gates, a single article for Latches, and a single article for Misc. (MUXs and the like (I can not quite think of a way to incorporate these into the main page, as the main page should be a place for a beginner to learn and understand redstone.)) These other articles will contain a breakdown of the topic being talked about (i.e. the AND gate), a truth table, examples of purpose, and diagrams of a few examples (we won't have to worry about the diagrams cluttering the main page any more, but we still need to come up with a standard for each article (I like the idea of being able to click between layers, but that's for a later date))

I'll frequent this discussion page if anyone would like to strike up a talk about all of this. The state of this article is dire and we need to do something about it. These articles are meant to inform, but this article has led to more confusion for a lot of people. 04:27, 1 December 2011 (UTC)

I'm chiming in too, I propose to cut this page in into smaller topics. Chime in if you want to help or have idea, I think that what's been discussed here just needs to be done. That is:
 * This page should be an overview of the topic.
 * It should link to pages that give more details.
 * A simple example of the basics should be on this page.
 * More detailed and variants should have their own pages.

As it is, this page is way too long. It takes me forever to find what I want. I will leave changing the diagrams alone, I will let someone with more experience with them fix then. I will be on vacation till 2/27, when I get back If there isn't any more comments I will start editing.

15:42, 16 February 2012 (UTC)

Hey, so I am rather new here, but I have some Wikipedia experience, so I should be able to help a little. I've noticed that this article, as others said before, kind of hurts your head. It's too complex in its terminology for the average reader to wrap his/her head around. So I propose that this article have sub-articles related to each of the main sections (basic gates etc)and once the "sub-article" has been written, we can maybe simplify the main article a bit. I may attempt to write those sub-articles if no one else wants to. 18:13, 2 July 2012 (UTC)

I'm working on a complete redesign of this page at. My goal is to give basic descriptions of each type of circuit, and move everything else to its own page. (There's already a page for basic logic gates) I'm also replacing all of the crazy diagrams on the main page with simple screenshots of the most basic version of each circuit, taken in high resolution over a sandstone background. This should hopefully make the circuits more accessible to newbies, and more organized for experts. I'd love some help if people want to rewrite sections. Just keep it simple. -- 01:25, 20 October 2012 (UTC)


 * I'm interested in helping, having just tried to view the page and seeing the huge wall of text, it needs a big cleanup -- 00:15, 26 October 2012 (UTC)

If you're actually redesigning the page, please don't delete information. While we can get it back, it would be best to keep information in the transitory stage and make the final draft to cut anything that isn't necessary. I noticed doing this with monostable circuits. That said, the page is still somewhat far from being anything for understanding. It still serves as a reference. Perhaps a dedicated set of pages to be a reference for redstone would be smashing. 08:13, 27 October 2012 (UTC)

Tutorial worlds
I completely agree with all of the above, and have a few suggestions of my own to add; first off, I believe that making a "tutorial world" with examples of many of the circuits and some possible applications would be extremely helpful to people who are new to redstone circuitry. schematic files for mcEdit and/or worldedit may also be helpful to more advanced users. I also suggest one or two redstone circuitry application test worlds, where the user is challenged to create redstone circuits to accomplish specific goals. I will personally begin work on creating some of these things and have them ready to add to the page if anyone responds to this comment with positive feedback. Also, I have noticed that some of the redstone circuits do not work anymore due to recent updates to redstone function-- such as the bit adders on the advanced circuitry page-- and I am working on redesigning them so that they work again with the new logic. (I know that not all of this goes under this header, so if I find the appropriate place for the other parts, I will move them there) 15:28, 22 April 2012 (UTC)


 * I like this idea; it would certainly be faster for people to see how designs work if they don't have to rebuild them from scratch from diagrams. The wiki is not intended to be a file-hosting service, however, so once you get it started I'd recommend making a forum thread for it. A link to that thread here would be appropriate. -- 17:21, 22 April 2012 (UTC)

Compromised
Would it be possible to go a little more into detail about what it means if it's compromised and what adverse affects could result from compromised circuits? 19:54, 13 February 2011 (UTC)
 * Not necessary if you spend the half-second to build the connection and realize what they mean. That is, when you connect wires like that, they share their ON/OFF state throughout the entire wire, until they get to something their state is independant of, such as the output of another gate. Diodes now can cut allow A while not contaminating your inputs. 09:42, 14 March 2011 (UTC)

Confusing terminology in Basic Mechanics
It seems to me the descriptions in Basic Mechanics are confusing and possibly using the same word for multiple meanings. In particular:
 * Redstone wire is defined as “active” if it is “immediately adjacent to a powered block”.
 * “The block under a pressure plate powers itself and all horizontally adjacent blocks when the pressure plate is activated.”
 * “Redstone wire beneath [a block with a pressure plate on it] will still be powered, because it is adjacent to the powered block above it.”

This indicates that the rule for redstone wire is indeed that it is active if it is “immediately adjacent to a powered block”, whether or not that block is actually able to transmit power into the block containing the wire (indeed, a block with a pressure plate mounted would not normally be able to transmit power to redstone beneath the block). This all reflects game reality as well.

However, another rule states that “A device, such as a door, a minecart track, or a block of TNT, is activated when an adjacent block is powered.”. Now, a device on top of a block will activate when redstone wire running up to the block is active, which makes sense given that “Redstone wire powers the blocks horizontally adjacent to the ends of the wire only.”.

However, running redstone wire up to the side of a block will not cause redstone wire underneath that block to become active, despite the fact that the block is “powered” (according to the activating-devices definition); the problem is that it's not powered according to the “transmitting” definition.

I therefore propose that the problem is overuse of the word “powered”. For example, I think the first bullet point at the start of my discussion should be that redstone wire is active if it is immediately adjacent to a transmitting block, not to a powered block. I think the section could do with some cleanup in general to strictly differentiate between powered blocks and transmitting blocks. Thoughts? 05:47, 18 March 2011 (UTC)


 * That's not a bad idea. 01:38, 4 June 2011 (UTC)

In-game screenshots
It's recently come to my attention that there is a lack of consistency with in-game screenshots. I've taken it upon myself to start fixing this and will document my standards here, which are all designed to make the image easily interpretable at-a-glance from thumbnails:


 * 1) Clarifying the picture:
 * 2) First and foremost, Only the default texture pack should be used, as we are representing things that can be done with Minecraft out-of-the-box and not modified in any way, and texture packs only distract from that intention.
 * 3) Circuits should be built and shot in front of a plain, non-distracting background, such as pure superflat terrain, the void, superflat-style plane of iron blocks, or other uninteresting things.
 * 4) No GUI should be visible unless explicitly needed, meaning that you should use F1 before you use F2.
 * 5) As much of the screenspace as possible should be taken up by the circuit, meaning that the farthest edges of the circuit should be about one centimeter from the edge of the image. Cropping can help with this, but make sure that the circuit is also big enough to see its details clearly.
 * 6) Clarifying the circuitry:
 * 7) Inputs should be represented by basic devices, such as levers, buttons, or pressure plates, depending on what purpose the circuit serves.
 * 8) There should be at least two blocks leading into the circuit from the input, which should be redstone dust on top of blue  wool.
 * 9) All necessary blocks should be white  wool, inluding those beneath redstone dust.
 * 10) There should be two blocks leading out of the circuit, which should be redstone dust atop red  wool.
 * 11) Outputs should be represented by basic devices, such as redstone lamps (redstone torches shouldn't be used because they invert the signal).

I hope these are acceptable and can be adhered to. If not, please post your argument below and reference the problem by number ~ 09:02, 6 August 2012 (UTC)


 * Although I realize it's been a while and you've already done some excellent work making new pictures, I have some suggestions to consider:


 * I'd put the section about building the circuit before the section about taking a picture of it, just because that's the order you'd do it in.
 * (1.2) I would add that circuits should be built free-floating in the air (or at least have no blocks below the surface of the ground). Complex circuits may need to be shot from multiple angles (including from underneath) to illustrate their construction, and building circuits on the ground may obscure necessary parts of the circuit (for example, the block under the rightmost torch in FlipFlop.png is difficult to see, but would be obvious if the circuit were in the air).
 * (1.4) "one centimeter" is ambiguous (e.g., at what resolution?). Maybe something like "Circuits should make up no less than 90% of the image in each direction."?
 * Also, since you mention cropping, maybe it would be useful to mention that it may be better to take the picture from farther away and then crop it down in order to minimize perspective distortions.
 * (+1.5) I would add a new entry recommending that pictures be taken in the  (unless necessary to illustrate a feature), with Smooth Lighting set to ON (to avoid distracting block shadows) and Particles set to Minimal (to avoid particles from torches obscuring circuit elements such as redstone wire, or being mistaken for them).
 * (2.1) One wire and one input/output block (e.g., lever or redstone lamp) seems sufficient to illustrate where the signal is coming in and going out (though certain angles might require more wire). If the circuit is free-floating, that's still two colored blocks underneath each (technically, the redstone lamp doesn't need a block underneath, but it looks better with it).
 * (2.2) Standard says blue wool, but example screenshot uses light blue wool? Blue wool has better contrast with redstone wire when it's powered, but light blue wool has better contrast when unpowered and unpowered wire is harder to see, so I'd go with light blue wool for the standard.
 * (2.3) Both pictures and schematics are useful for illustrating the construction of circuits, so it would be helpful if they were consistent with each other. Schematics use white to indicate air and yellow to indicate necessary blocks, so it would be helpful if pictures used yellow blocks too. Yellow wool matches the use of wool blocks for input and output, but its texture is ... ugly. Sandstone isn't bad, but gold blocks give excellent contrast against redstone wire (and they just look like the schematics have popped into 3D).
 * Also, some circuits require upside-down -- I'd recommend standardizing on stone slabs for circuit illustrations (the smooth gray gives good contrast against redstone wire). Optionally, sandstone would allow you to build both solid blocks and slabs out of the same material (giving the circuit a continuity of material), but I think it's preferable that blocks and slabs be visually distinct from each other (so you don't mistake one for the other), so I like gold blocks and stone slabs.
 * (2.4) It can be hard to see redstone wire on top of red wool. Pink wool gives adequate contrast and remains an opposing color to the light blue wool of inputs (but balanced in color saturation).
 * -- 01:23, 24 October 2012 (UTC)


 * Sounds good to me. One addition I'd make is that screenshots should be taken while standing on a block, rather than flying, to avoid the FOV distortion. -- 03:23, 24 October 2012 (UTC)


 * One more suggestion I forgot. In my own circuits I find it useful to make it clear which blocks will move due to pistons. I've been using because they are clearly distinct from gold blocks and stone slabs. I wouldn't want circuits to get too cluttered with special-purpose blocks, but I find this one useful. -- 04:49, 24 October 2012 (UTC)

Redstone General
For discussions on things pertaining to redstone as it relates to circuits.

Max distance runs
I've done some experiments and found that the farthest you can get from a redstone circuit is 17.5 chunks (281 blocks). In other words, if a clock generator is placed in chunk #1, as soon as you cross the midway point of the 17th chunk it will cease operating. Important to note that it will not begin operating again until you are within 10 chunks (160 blocks). I have only tested this in one direction (North/South) so I'm not sure if a diagonal makes any difference - probably doesn't. That makes the largest redstone circuit design effectively 17x17 chunks (272x272x126). 22:00, 9 October 2010 (UTC)
 * Excellent work, thanks. I think the maximum circuit design would be 35x35 chunks, though, as long as the player is standing directly in the center. I think this belongs as a technical note on the main article. -- 17:29, 20 March 2011 (UTC)
 * Actually, if the circuit ceases operating at 17 chunk distance and doesn't begin operating again until 10, then wouldn't that make it only 27 chunks? Say you start moving from the far end of the circuit, by the time you read the edge before where you started from stops working, it will only make the next 10 in front of you active.
 * This also surprises me since says only the nearest 81 chunks are active. Does this mean redstone circuits across chunks can make the connected chunks stay loaded twice as long? -- 06:48, 5 July 2011 (UTC)
 * It should be noted though that on SMP servers, there is no limit, We have run a signal to a ticker over 3000 blocks away. 18:14, 8 July 2011 (UTC)
 * I hope they fix this at some point. I just completed my long distance powered rail with a switch at either end. The switch box with the xor gate is at one end of the run. At the far end I can throw the switch and the rail won't power up/down. I spent a long time looking for problems in my circuit and ended up taking a couple screenshots halfway down the track where once I get there I can see power leading right up to a repeater (facing the correct direction) which remains unpowered. :(
 * Has the issue been fixed yet? Just today my friend and I were on our server and we had a long redstone repeater "powerline", which is powering a city from a switch a couple hundred chunks away. We're running bukkit 1.2.3R1 and Minecraft 1.2.3 clients. --Anonymous 22:40, 12 March 2012 (UTC)
 * try using a piston to extend the circuit over the chunk boundry. --SomeRandomDude 23:15, 27 March 2012

Powering Redstone Through Walls/Blocks
In the article it says it is impossible to power redstone through blocks, but this is untrue. Redstone torches and repeaters can be used to transfer power through walls, but this is so obvious I thought I'd check to see if there is a reason for this omission. 18:14, 5 July 2011 (UTC)


 * The power can only be transferred through blocks directionally, but it still can be transferred. I think that part or the page needs a bit of rewriting. 18:39, 5 July 2011 (UTC)

Block not updating neighbouring devices upon cutting off their own power
When power is channeled into a block removing a wire/repeater next to this block won't update all devices/wires/torches connected to the said block until it's updated by other means. It will look like the block is still being powered yet nothing, in fact, powers it.

Problems with Redstone Torches
Rewrite: I've noticed when a the power going into a torch changes for one tick that the torch will not correctly update the next tick to what it should have been. This can lead to problems with edge triggering and making certain designs that require that have problems. This could be the cause of the T flip-flop E design not working and I believe its why some of my creations do not work properly. On rare occasions like maybe 1/15 or so attempts the torch will correctly update when this happens like it's supposed to but it's unreliable. Also this problem does not occur with redstone repeaters.

Here is an example. (this happens in minecraft but I'm using the simulator to easily explain it)

A 2-tick edge trigger is attached to an RS Nor Latch to show that the power doesn't affect it even though it reaches it.

So is there anyway to contact mojang on this serious issue? It causes problems for designs using edge triggers and makes certain things either impossible or much more complicated to build. 17:11, 18 March 2011 (UTC)
 * I believe that the torches are behaving as designed. They need to be powered for at least one full tick before they will deactivate. I consider this one of many practical limitations that keep redstone from causing too many block updates.

That said, if you still want to report it to Mojang, post it on [Mojang's GetSatisfaction page|http://getsatisfaction.com/mojang]. -- 17:28, 20 March 2011 (UTC)
 * I guess this makes sense, but there must be some way to fix edge triggered to behave properly. Maybe all redstone devices including wiring should only change state at the begginging of a tick, this way nothing will get powered half way through a tick leading a torch to not recognize that first tick.

21:43, 23 March 2011 (UTC)
 * I have run into the same issue with design E some work some the edge trigger fires too fast. So I redesigned the edge trigger to be adjustable. The arrow is a relay and on setting 2 has always worked for me when the one in design E failed me. -- 22:53, 23 March 2011 (UTC)

Rapid Pulsar does not work
The Rapid Pulsar (a 1-clock with redundancy) just does not work for me anymore. When I make one, it pulses once and then just seizes up completely. Why does this happen? -- 20:54, 4 August 2012 (UTC)


 * The 4-torch pulsars still work fine for me. Try breaking and re-placing one of the torches. -- 07:49, 7 August 2012 (UTC)

Redstone wire ticks
Does a length of redstone wire activate instantly or does it activate one block at a time taking 1 tick per block of lenght?-- 23:24, 7 May 2012 (UTC)


 * Redstone wire transmits signals instantly (but redstone torches and repeaters introduce delays). — 00:52, 8 May 2012 (UTC)

Wiring a vertical redstone circuit
How do you take an input and use it to power blocks that are higher or lower than the lever/button/pressure pad? I'm attempting to construct the stairs mentioned in. 23:49, 2 June 2011 (UTC)


 * You just place blocks in a stair shape, put redstone wire going all the way up them, wire it to a switch, and put the on the sides of the blocks. I have a picture but I don't know how to upload it. If you tell me how I'll upload it for you.  02:00, 4 June 2011 (UTC)


 * I did just that. I made a stair shape of blocks, put wire on top of them and put the trapdoors on the side, and then put a lever on the block one to the left and one block up. The lever only activated the first and the second trapdoor (the second wire doesn't get power for some reason).
 * Do you think it has something to do with the fact that the staircase blocks are brick? 00:07, 6 June 2011 (UTC)
 * It's about distance, the wires can only go for so long before they no longer 'activate'. because of the stairs you used up a lot of this distance before it reached the end of the trapdoors. 14 June 2011

I figured out how to upload a picture. You do what the picture shows and put the trapdoors on the left sides of the blocks. If your staircase is really long, you will need to extend the length a current can travel. 13:57, 15 June 2011 (UTC) 00

Another, more compact way is to make a tight 2x2 spiraling staircase, going down one block each time. It is not any easier, but much more convenient when wiring very tall structures such as an elevator shaft or a lava pit.

Gate Designs
For discussions pertaining to the gates and their designs.

Missing Logic Gate (For Completeness)
The truth tables made me notice the list of gates is incomplete. Some are on the list or are input-switched duplicates of those on the list: nor; not a; not b; xor; nand; and; xnor; A implies B; B implies A; or. Some are trivial: always off; b; a; always on. That leaves two possibilities (one and it's input-switched version): b and not a, a and not b. I know it's a simple gate, but it should be included for completeness; It's basically just invert one input, join inputs, invert if anyone can put together a diagram (or an 'and' gate with one input inverter removed).

JK to T flip flop
Is it worth noting that a JK flip flop can be used as a T flip flop by connecting both J and K to a single input? I verified this myself with design C, with the clock either always on or just connected to the same input as J and K. I realize that most flip flops can be used as other types but the simplicity of creating a T from a JK makes it the most useful I think.
 * Is that really all that useful? For any given layout style, the TFF is a bit smaller than the JKFF; it seems counterproductive to eat up more space building a JKFF only to use it as TFF. 03:40, 28 April 2011 (UTC)

Weed out some unimportant designs
Do we need to record EVERY possible way to create a certain layout? I see the need for different types of design (compactness, speed, resources used, simplicity) but some of these designs are unnecessary. Who would use RS NOR Design E?

I can see that a lot of them were made when repeaters were not available, but they are now, so weed out the old tech that became obsolete (I am thinking of the edge triggers on a few designs). Btw TFF Design A is the same as JKFF Design A. Just no J and K inputs -.-'

And that's not the only thing. It shows so much that this page is a dumping ground for all kinds of trivial knowledge about circuitry. And the same info gets mentioned a couple times. This page needs a serious cleanup. And I would even lock it down after that. Right now it's messy EE 101 lesson. 23:02, 26 September 2011 (UTC)

New Super Compact XOR
I created this based off of XOR design D, using the quirky glowstone current flow properties. I know that this is similar to design D, but it allows the input to be extended away from the circuit. I couldn't figure out how to map it in a simulator, as the glowstone is the key... 20:30, 23 June 2012 (UTC)

New 1-Wide Gates by DPGameTest
http://flo-w95.tumblr.com/post/15098209161/1-block-breite-logische-gatter-das-design-dieser –Preceding unsigned comment was added by (&#124;) 04:51, 18 February 2012. Please sign your posts with
 * Nice. Many of the older designs were made before redstone repeaters were added, so they can often be improved upon. -- 10:39, 18 February 2012 (UTC)

Pulse sustainer overcomplicated?
Would it not be easier to just build an RS-NOR gate with S as the wire your pulse is coming down and R as the same, delayed to the desired amount. That way, Q will fire with the first signal and stop with the second, essentially extending the signal. Am I missing something here? - 22:22, 17 January 2012 (UTC)

New NAND Gate
Replace redstone torches in a standard AND gate with just redstone, and it becomes a NAND gate

New Logic Gate: NOT B
-- 06:03, 20 August 2011 (UTC)


 * I love the compactness of this design, but isn't this just an IMPLIES gate with an inverter on the end of it?
 * -- 23:44, 5 September 2011 (UTC)


 * Implication type gates are almost always implemented as some other gate with one input inverted. That is why they, in a way, are not "real" logic gates but do deserve side mentions, in my opinion. More detailed examples are appropriate for special designs. This gate is a simple NOR gate with one input inverted, producing a "doesn't imply" gate or material nonimplication (i.e. the negation of implication). The actual "NOT B" would be constructed by inverting B and completely discarding A. :) 23:34, 21 January 2012 (UTC)

New XNOR Gate
I needed a XNOR gate which was smaller and higher than the usual one, and ended up stacking two AND gates (the top one becoming "NAND" because of the bottom torches). It's only one column smaller than the usual, but I guess one is quite alright on a scale of five.

I'm not sure if it's really 'new', and if the design is clear, but it seemed to differ from the one presented on the page, so I thought I'd just as well share it here. 09:45, 5 July 2011 (UTC)

New XNOR Gate
I've made a new design of xnor gate using repeater :

I think it can be optimised, and since it the first xnor gate using repeater, it may have a potential. -- 00:19, 11 July 2011 (UTC)

Another Pulse Generator
This Pulse Generator uses minecarts and rails to make a pulser. Just push a minecart on to the powered rails to activate the pulser.

The Second Version involves the redstone repeaters on one side to be on the setting 3, 3, 1 or 3, 2, 2. This way, both sides have and equal time beteen the the closing of one and the opening of the other.

Maybe, it's possible to create a more compact version of this.

11:15, 22 June 2011 (UTC)


 * I like this idea, a lot. In fact I just used a variation of it to solve a problem of mine with my latest insane contraption. However, your design does have one fundamental flaw. An endless loop will eventually accelerate carts up to max velocity and fail, destroying the cart.


 * This is easy to fix however. Instead of an endless loop, make a single line terminating in a ramp on each side. This way when the cart reaches the end, it goes to the top of the ramp, stops briefly, and then rolls back down the ramp. Use accelerators as necessary to make sure the cart never truly stops. 02:48, 5 July 2011 (UTC)


 * I made something similar using just one booster, one detector, and six regular tracks. The cart slows down considerably before hitting the booster again, so there's no threat of burnout, and the one in my world has been running without incident ever since pistons came out. The one issue with the design is that it can be easily disrupted by passing mobs, or the player if they're not careful.


 * I already posted this on the main page, so you can take a look there for a picture of my basic design. Sorry if I "snatched" the credit from you in any way. -- 06:46, 21 August 2011 (UTC)

More Compact Pulse Generator
I made a smaller, more configurable pulse generator that uses Repeaters. The shortest setting at the repeaters is 3 ticks (anything less appears to give no pulse), adjustable to 8. It could be modified to give a longer pulse by adding more repeaters.

It is smaller than the current smallest on the page, but is also two blocks tall.

Was unable to upload the image, here is a link: http://i.imgur.com/DhSEQ.png

02:10, 8 May 2011 (UTC)

I´m sorry but your link is broken could you please reupload it?

Remove "i.", then it will work.

Update with new Redstone Repeaters?
So is anyone going to update these designs/schematics with the new Redstone Repeaters? I'm sure that some of these can be simplified a bit using the new repeater blocks. 19:50, 24 February 2011 (UTC)
 * I've already tested and proofed some smaller designs for the RS NOR/NAND gate designs incorporating the new delay/repeater/diode block (2x3x1 and 3x5x2 respectively), and other gates could no doubt benefit from their inclusion (clocks and pulsars being some of the most significant). I think we need some official diagram image representation and then get to work on rebuilding some of these =D -- 20:50, 25 February 2011 (UTC)
 * 1.3 is the first version I have played, and I've noticed some of these designs no longer work, particularly when they involve edge triggers. The power will come on and off too quickly to trigger the torch.  The wonderful thing about repeaters is that adding one to one side of the non-triggering edge trigger seems to always work.  It's been a while since I did circuits and this is helping me remember my lab class... but would greatly appreciate updated circuit diagrams with repeaters nonetheless!
 * 22:23, 1 March 2011 (UTC)
 * On top of that there's other rather huge benefits with repeaters in that the tiny RS latches you can make, end up being modular. You can do a 2x3x1 latch, that stacks. Letting you do say 16 bits of memory in 32x3x1. See: . 09:51, 27 May 2011 (UTC)

Compact T Flip-Flop
I was trying to make a T flip-flop more compact using repeaters, and this is the result:

Is this worth adding to the wiki?

Output is at (3,3), and (4,7).

Input is to block (3,2). 20:20, 4 March 2011 (UTC)

Edit: It seems to only work when the button is to the north or east of the flip flip... Has anyone figured out if the south-west rule affects repeaters?

19:03, 7 March 2011 (UTC)
 * One of the few TFFs I've managed to get working (being a beginner). The (4,7) output flickers on state changes, but the (3,3) output seems stable. The limit on the orientation is odd, but it's still a good design to me!
 * 17:46, 6 July 2011 (UTC)

New Pulse Clock Design
I found a new and extremely simple method of creating a clock that pulses instantly every tick. It's not very compact, but it's more for newbies.

New T Flip-Flop design
I found a new design for T Flip-Flops. It is really small: only 6x6x2 ! I added it to the page as "Design G" but I am not allowed to upload files so it is currently a link to an external image. If someone could upload it and add it as a thumbnail under the other designs... :)
 * Please sign your statements so we know who you are ;) Anyone want to test this for functionality? -- 23:19, 29 April 2011 (UTC)

An even more compact design, i'm unsure of etiquette for making changes, so ill provide a link here for anybody who wants to check it out. http://i55.tinypic.com/357eg7q.jpg -- 03:40, 24 September 2011 (UTC)


 * The absolutely tiniest design is 1x4x3. And consists of two pistons 2 squares apart with a block in the center. And having both pistons simultaneously powered torches above them hooked to the same line of redstone. When the wire is powered the torches toggle, the two pistons fight and the previously on piston, loses due to timing and the block location flips each time, and turns off. It's actually rather shameful and involves like no logic. 13:24, 2 January 2012 (UTC)

New Monovibrator Design
So I came up with a new monostable circuit design that doesn't rely on torch burnout, would this be something that we should include on this page?

-- 12:06, 26 February 2011

Vertical Flat Design Nonfunctional
Having implemented the circuit shown here with a slightly longer than normal delay (12 ticks) I found that it in fact does not work as desired. It lacks the RSNOR-latch present in other designs and thus if given a momentary input (say from a button) the output signal will switch off, rather than staying on until the delay finishes. See this screenshot. This design does work if the input signal is constant, however, as it will shut itself off without receiving a 0 input. The device is only monostable in that it will truncate the input signal, but not in lengthening a pulse.

...Likewise, neither does the compact version work as intended. T and Q touch directly, thus ruining the circiut. Nevermind, I'm an idiot. I had a test button to check it where I could see it, and it was providing input in the back end of the circiut. -- 23:55, 5 May 2011 (UTC)

I'm pretty sure your not an idiot, the compact monostable design on the page is faulty, its short-circuited as you said (Input connects directly with output.) I tried to use it when it was lever-powered and was powering a AND gate and I found that it burns out. I was able to make a simple correction on Minecraft by putting a block over the redstone adjacent to Q, but someone still needs to shade that block with editing software. -- 16:28, 30 June 2011 (UTC)

I fixed the compact monostable circuit but it will still burn out if you do not have the repeater on the 3 or 4 setting. Also worked on the vertical monostable circuit a bit and made it a bit smaller. Testing showed it worked with a lever and a button so pulse or constant power you will still get a short pulse when power is applied. 02:18, 6 July 2011 (UTC)


 * You realize that I was trying to use a monostable circuit to lengthen a pulse (from a button), right? Your design only shortens that pulse (which, I suppose, is still a valid monostable circuit, just not what I needed at the time). -- 15:02, 23 August 2011 (UTC)

Compact Monostable
I just finished testing out and putting into use a highly compact and versatile monostable. The 3x3x2 design only has 1 or 2 torch delay. Adding extra repeaters wont make it much wider and the extention can be kept at one high.

Another advantage is that the T can be put on any of the redstone wire one the top side and the Q can be pulled off any of the bottomside redstone.

The obvious disadvantage is that the output is Q instad of Q. It was unintentional but helpful for me since this was to run a pair of doors and I had wired them up backwards for access reasons. 22:18, 26 June 2011 (UTC)

Built on this design for slightly more compact design. 00:53, 5 July 2011 (UTC)

Two-Way Repeater
A while back, I created a new type of redstone circuit (as far as I can tell) which acts as a two-way repeater, essentially serving as an elongated strip of redstone. Unlike normal repeaters, which only work in one direction, this circuit allows a signal to be sent through it from either side. It does not have a traditional input or output, but rather two spots which serve as both input and output, depending on what is attached to them. Whenever either one of them is receiving power, the other one is also receiving power. Whenever one of them is off, both are off.

Also, this circuit even tells you the direction the signal is flowing. Of the two torches which appear unlit in the diagram, whenever the circuit is powered, one will be lit. It will be the only lit torch in the circuit, and it will face the direction the power is moving. Thus, if there is an input from A, the bottom-right torch will be lit.

In short, the primary purpose of this circuit is to simulate the function of redstone wire without restricting signal direction like a repeater, but it also happens to indicate which direction the signal is flowing.

Anyway, can I have some feedback on whether or not this should be added to the main page? Sorry, I posted the above without signing. 18:07, 10 March 2011 (UTC)Tamugetsu


 * Is there a more compact version of this using the new repeater blocks? -- 11:15, 12 June 2011 (UTC)
 * Yes: forum post by Felix_Casus has a more compact version, though the image should probably be updated with the new standard for Repeater icons: http://img8.imageshack.us/img8/3892/2wayrepeater.jpg -- 15:58, 21 July 2011 (UTC)
 * Oop, even more compact version here; I went ahead and made a Javascript Redstone sim image of it and updated the page. -- 16:18, 21 July 2011 (UTC)

Redstone Repeater XOR Circuit
I've come up with a new 4x3x3 XOR design using the properties of the new (1.3_01) Redstone repeaters; I wasn't sure of the repeaters graphic but its easy to identify.

-- 22:24, 28 February 2011 (UTC)

Binary Counter
I have a binary counter set up that seems pretty simple... It's just a counter, a couple T Flip Flops and some AND gates. And instead of drawing out a diagram for every single piece (it is more than a few, I assure you), you could show how the outputs of the pieces should be connected. It's pretty simple once you have the T Flip Flop, Counter and AND gates down.
 * 1) Counter connects to the T Flip Flop (A), our 1 value, and presto, you can count from 0 to 1.
 * 2) The output also goes to the next T Flip Flop, (B). This is our 2's slot. You know have a binary counter that goes up to 3.
 * 3) The output from A and B go into the AND(a) item. The output from that AND(a) is sent to T Flip Flop (C), our 4 column. It is important that the output from A and the output from B are the input to the AND(a) gate.  If you invert to extend the length, invert back again. Also, the output from AND(a) must be the input to C. I can't stress this enough.
 * 4) Now that you can count up to 7, it is time to add the next piece. You use the outputs from sources AND(a) and T Flip Flop(C), and plug them into the next AND(b). The output from that connects to T Flip Flop(D). You can now count to 15.

That's as far as I've gotten, but you could follow the same pattern and potentially make it longer. The problem is, I use a 5-timer and the 8 column is *just* changing by the time the 1 column changes for the next number. You would have to have a timer that runs even longer than that. Or condense the counter somehow that I overlooked this early in the morning, so that there isn't so much delay.

Please respond with any comments, questions and concerns. -unsigned comment by 12 Nov 2010
 * Starting to build this with T-flop design E (edge triggered). What T-flop design are you using, FYI? -- 12:02, 29 November 2010 (UTC)
 * I have successfully made a 35 bit Design E t-flip flop counter that when wired to tick once a second, will last a year before resetting, however this was simply by daisy chaining them together without any AND gates. May I ask, what is the significance of the AND gates and why are they needed for the design? -- 12:25, 7 February 2011 (UTC)
 * This is brilliant, by the way. 07:44, 13 February 2011 (UTC)

NOR Gate
It's worth noting that a NOR gate with an unlimited amount of inputs is possible with the repeaters. Just use an AND gate to merge the inputs of an inverter after the repeaters. -- 08:24, 28 May 2011 (UTC)

Boat T-Flip Flop
I found a T-flip-flop using a boat on Youtube Minecraft - Boat Memory. I was able to shrink it to 6x5x3 (4x3x2 without conting the walls+floor). It only works counter-clockwise. The original and the 6x5x3 version have a flashing output while the input is on. I fixed that by expanding it to 7x5x3 (5x3x2 without walls+floor).

sDww WDPw wwww w=water, W=water source, D=door, P=pressure plate(with output underneath), s=sign or pressure plate WDwww wDPsw sWwww

The upper Doors have to have the hinge on the upper left side (lower left if the inputs are reversed to each other) and the lower doors have to have the hinge on the lower right side. Don't forget the walls and the ceiling. Input is best done by laying redstone wire on the ceiling next to the doors. The mechanical design is obviously slower than an electrical one. The pro is that its small and can be put side by side sharing the walls. Stacking is problematic because the ceiling has holes.

New RS NOR latch
http://www.reddit.com/r/redstone/comments/i9534/3x2x1_clock_rs_nor_latch/ Can someone add it because I have no idea how to make the diagrams or assign it a name. -- 15:41, 2 July 2011 (UTC)

New Piston Designs
Is anyone here looking into new designs using pistons? There's the clock already, but I think some of the memory devices could be made smaller using them. I've got a d flip-flop worked out, but the input is still a mess at this point. 20:28, 2 July 2011 (UTC)

I am :) Here's my result: A Tempoary 1-clock: Simply supply power to the monostable circuit, and you get a 1 clock that lasts for a time you can set by the delay line, and is OFF the rest of the time. -- 20:32, 4 July 2011 (UTC)

Further Compacted T-flip flop
I recently discovered this on youtube, and have yet to find a more compact design, so I believe this should be added to the Wiki: 08:51, 20 July 2011 (UTC)


 * Using pistons, an incredibly compact design now exists:  07:50, 15 November 2011 (UTC)

Piston monostable circuit
I was messing around with trying to build a piston elevator (which didnt work very well in the end : and i came up with a design using pistons that uses a piston to distribute a pulse to two different wires with a slight delay in between.



This design can also be remade so you can have two outputs from one input with a small delay in between, like in this picture, of course there are simpler ways to do this, but i thought i should add it in! ^-^



I put repeaters on the outside too so that the pulse gets slightly lengthened because the 2nd pulse is a bit short if you set the piston's repeater to 2 ticks. Right now i think the best setup is a 1 tick delay on the repeater for the piston and a 4 tick delay on both of your pulse inputs.

If you want to reverse the piston's movements, you just put a torch on the block with the button & wire it separately, as shown here:



However i find that its most useful as a monostable circuit, but i thought that some1 might wanna do sumthing a bit more interesting with this, like maybe wire a clock up to it or sumthing. 16:31, 26 July 2011 (UTC)

Pulse Threshold Detector
I made this to stabilize a pulsed input into a constant signal, so long as the pulse was faster than a given period. With the repeaters set as marked, it can take periods of 30 ticks or less, with any pulse width (even just 1 tick). It then outputs a steady high signal. The design can be extended to handle low periods of greater length. Hooked to a clock, it will remain high on the output as long as the clock is running. It could perhaps be used to detect and restart a broken clock or to detect a minecart passing repeatedly over a sensor track, and turn that into a "it's ticking" or "it's not ticking" output.

05:04, 10 August 2011 (UTC)

missing OR design
a simple and basic OR design is still missing. it has up to 4 inputs and all inputs are 100% isolated

Smaller Relay Designs
I have constructed some circuits with the same function as the only circuit in the Relay section. The following paragraphs are intended to be inserted directly under the existing Relay paragraph.

Design B is a compacted version of the above circuit. It saves a redstone torch and quite a bit of floor space and redstone dust. Input S, for Selector, acts like the button in the corner of the above circuit- it selects which of the outputs (Q or Q-bar) is set to input D, for Data, the button in the middle of the above circuit. Both outputs will be off if D is off, but if D is on, one output will be on and the other off. If S is off, Q will be on and Q-bar will be off. If D and S are on, the output Q will be off and Q-bar will be on. All that probably made no sense, so just look at Design A. It works the same way.

Design C is a nearly-vertical version of Design B that saves a bit more redstone and floor space. The torches in the middle column are affixed to the side of the blocks and are the outputs. The top torch is Q, the other is Q-bar. In connecting these outputs to anything, care must be taken to not place a block above either torch, which would cause the torches to flicker and burn out. However, a block under a torch is not needed for redstone wire to connect to it. -- 02:31, 10 June 2012 (UTC)

Instant Diode
By placing restone ontop of Glowstone or an upsidedown Halfslab and continuing the line 1 Block lower, you can creat an instnat diode. It doesnt extend the signal like a repeater does, but for that it is faster. Specially if you need a line that has several inputs/Outputs after another, this cna help reducing the delay. I stumbled upon this setup while trying to get a smaller design for a piston-elevator, where i needed to have several inputs/outputs to the same line, all timed. The delay of repeaters were quit annoying and took up too much space to compensate.-- 00:27, 28 June 2012 (UTC)

Hidden Button-/Leverless Button
I kinda thought of hidden buttons which would be useful for Adventure Maps or secret entrances. That's how I came up with this. It basically is just a Piston which "deletes" it's own power source and therefore resetting. Any red block is usable as a output, any blue block is where the input sits. Note that you have to put a redstone torch on top of the blue block for it to work. You may hide this circuit in a wall, it will be completely invisible. You may also combine the vertical and the disposal version to pick up the torch later on. It is possible to hide most of these designs in the ceiling. This way they will be hard to find(by accident or on Purpose).

-- 07:46, 18 September 2012 (UTC) 17:37, 5 October 2012 (UTC)

1.4+ Repeater Lock RS-NOR Latch
I'm new to this but I added an 'Lth' design to the RS-NOR image that uses a Repeater Lock. I don't know the proper way to edit the page, so I'll leave that to someone better at it and put the image at this link: http://i.imgur.com/4skU9.png

I didn't use any changes to the icons for the lock because it isn't listed in the Key yet, but if one is established, feel free to change it. This is actually my prefered RS-NOR because the Reset and Set are parallel and the output is the opposite side of the Set. Of course the reset and set could be rotated to 3 additional directions (top, bottom, perpendicular side), thanks to the nature of the blocks involved, if wired properly.

Not sure who invented it, but I saw it first on SethBling's Youtube channel. I personally saw Generik B re-invent the same one later that same day on his livestream.

18:25, 26 October 2012 (UTC)

Vertical JK Flip-Flop Design Not A Flip-Flop or Latch
The vertical JK Flip-Flop design presented is not a true flip flop / latch and ignores the C input when J and K are tied high. It will toggle its output when both J and K are tied high, regardless of the clock input. Not sure if there are any easy fixes to remedy this. I recommend taking it down until it is fixed; I spent a good day or two building Vertical JK flip flops of that design only to become extremely disappointed when I tried to wire them together to form a synchronous program counter and saw them all acting independently. The units can still act as the basis of an *asynchronous* counter by following the instructions the author has given (namely, tying your Q output to the "JK" inputs in the design), but is not a JK flip flop/latch and I don't think they should be included at all in this section. 22:54, 30 December 2011 (UTC)

T-flip flop design F is NOT a T-flip flop!
I've tested the design. Once it recieves a fixed input, the output pulses on and off like a clock. This is not what a T-flip flop is supposed to do! -- 14:34, 13 March 2011 (UTC)
 * Seems the diagram is missing, but the table and body still reference it. Should be removed? -- 23:19, 29 April 2011 (UTC)
 * No. Don't remove it. Design F is a different type of flip-flop known as a level-triggered flip flop. To use it like a normal flip-flop, just hook t-input to the output of an inverter and a repeater(set at 4) in parallel. -- 02:48, 1 May 2011 (UTC)
 * Don't remove it? It's a single sentence that's referring to a design that isn't even explained anywhere at all! If someone can look at the Redstone circuits page and tell me how to build an F-design flip-flop then I'm all for keeping it on the page. If not, I vote to remove it. 00:06, 5 June 2011 (UTC)
 * The first diagram in the flip-flop section has schematics for the A-design, B-design, C-design and F-design. It's not a very logical place for the F-design's schematic, but it is present (and is easy enough to build, and in my experience does work nicely with a push button connected to input). -- 13:25, 12 November 2011 (UTC)

XNOR A not working
I've successfully built all the other gate types, but XNOR style A isn't working for me. It's behaving like AND instead of XNOR. Can someone confirm that the gate diagram is correct? -- 19:03, 16 October 2010 (UTC)
 * I cannot manage to reproduce any of the XNOR gates. Do any of them work? --
 * I was able to get XNOR A to work. For XNOR B, it seems that the direction that the switches face matters. -- 01:05, 6 March 2011 (UTC)
 * I tried XNOR A and it behaved like and AND, just like TaviRider said. I still dont know enough about Redstone Circuits, but this is exhausting :/ -- 00:40, 11 September 2011 (UTC)

XOR A not working
I tried XOR Designs A and F and both did not work for me - could somebody supply a simple picture of a working in-game XOR Design? -- 00:44, 11 September 2011 (UTC)


 * XOR A is working fine for me. (Note the glass or some other block in place of it needs to be there to prevent the first two left torches from lighting the wire between them.)
 * i.imgur(DOT)com/JZt2E.png
 * For some reason XOR F is not. Am I doing it wrong?
 * i.imgur(DOT)com/CRAAp.png
 * i.imgur(DOT)com/yrxMt.png
 * i.imgur(DOT)com/1Om9g.png
 * i.imgur(DOT)com/CKXfV.png
 * Any help would be appreciated.(Also posting links unlogged in is fucked up) 00:28, 12 September 2011 (UTC)
 * Any help would be appreciated.(Also posting links unlogged in is fucked up) 00:28, 12 September 2011 (UTC)

--I have the same problem with F. It doesn't work. -je007

Also having problems getting F to work. I notice the table says it's 3x3x3, but the notation on how to read these diagrams doesn't say how blocks three layers deep are drawn. --Zed

Spent a long time fussing with it and I never got F to work. I made two xors following (regular) wikipedia's basic block diagrams.

I think these are nicer, they may take up more space but especially the one with nands has a nice symmetry to it.


 * You need to put blocks on the sides of the top redstone wire, like this.

ok, that works for F, we need to make it clear in the diagram. --r21

(fixed and improved !) T-Flip-Flop design G - missing Redstone
I built the T-Flip-Flop G as shown and it didn't work. There is a redstone wire missing on top of the top right block. If it's placed it works. -- 12:42, 30 April 2011 (UTC)
 * I simply edited the diagram by hand but I don't want to change the link in the article: http://img19.imageshack.us/img19/4817/tflipflopg.png Can it be used like this? -- 13:06, 30 April 2011 (UTC)


 * Hi there, I'm the one who added the design G.
 * It works only if there is a button on the bloc where there is the 'T'. Adding a redstone wire on the top of this bloc makes it works everytime.
 * I reduced the size to 6x5x2 and I have uploaded a new picture of the layout.
 * And can someone upload the picture http://ploader.net/files/7e8b686f228e6adae37b781224e4fb57.png to put it as thumbnail? I do not have the rights to upload a file...
 * -- 17:25, 7 May 2011 (UTC)
 * -- 17:25, 7 May 2011 (UTC)

T-flip flop design H is not very stable, and could be smaller
I've built quite a few of these over the last couple of days (like 20 of them). About 30% do not function correctly when built to the schematic. If the left-hand repeater is set to 2 ticks, rather than 1, it seems much better; so far every unit works correctly. Also, the design can be reduced to 6x3x2 quite easily. http://img20.imageshack.us/img20/8686/tffhrev2.png --
 * I tried to build the design H but it's not a very good T Flip Flop. Not enough stable... -- 17:12, 7 May 2011 (UTC)
 * I also tried this design. I even tried your variation. Neither appears to work. 19:36, 5 July 2011 (UTC)


 * I am using Design H T-flip flop with Minecraft 1.0 and I had to set the delay to two ticks on the repeaters for it to work reliably. They started acting up on me and this was the fix.  I also agree the torch and repeater should be included in the design. 13:16, 21 December 2011


 * I think the "torch and repeater set on 4 in paralell" should be added to the design. For people who aren't used to the repeater circuit jargon it is really confusing to talk about input held high and pushed low etc...  I think many who use the H flip flop are just looking for a way to power pistons with a button.

T-Flipflop Z1, Z2, and Z3 have a timing non-symmetry
When the output of the flipflop turns on, it takes N ticks, and when it turns off, it takes N+1 ticks. This is due to the sticky piston; when it places the block, it takes 1 tick to push the block there. But when it removes the block, it first takes a tick to "push out", and then another tick to pull the block.

I must admit I only tried this with Z3, but since the problem is fundamental, and the designs are similar, I feel this should be mentioned.

For the record, I think N = 4 for Z3.

EDIT: Could someone check if this timing dissymmetry actually exists? I'm having a hard time verifying it...

08:13, 21 July 2011 (UTC)

I've found no evidence for this, I created a binary counter by chaining Z1's and had no problems lining up the timings, finding the delay between each line to be 4 ticks every time. I also tested this on a multiplayer server, and found no errors. I'm going to test Z2 and Z3 before I remove the notice on the main page.

EDIT: It's 3 ticks for Z2 and Z3. Z1 apparently trades speed for compactness. Regardless, there is no evidence of asymmetry for the tranisiton times, and there is no noticeable functionality difference on multiplayer.

22:56, 30 July 2011 (UTC)

OR, NOR, and XOR
It took me a while, but I think I finally found out what each does: ( 22:23, 28 May 2011 (UTC)
 * OR - If any input is powered, power the output:
 * If both inputs are on, do power the output
 * If either input A or input B are on, do power the output
 * If both inputs are off, don't power the output
 * NOR - If both inputs are not powered, power the output:
 * If both inputs are on, don't power the output
 * If either input A or input B are on, don't power the output
 * If both inputs are off, do power the output
 * XOR - If either inputs are powered, but both are not powered or un-powered, power the output:
 * If both inputs are on, don't power the output
 * If either input A or input B are on, do power the output
 * If both inputs are off, don't power the output

Could someone explain how design B for the OR gate can accept 4 inputs?

02:41, 8 June 2011 (UTC)
 * You can provide a 4th input with a torch placed below the central block -- 12:08, 24 August 2011 (UTC)

NOT SCHEMATIC ISSUE
There is an issue in the schematic for the NOT(invertor) gate, the issue is that it shows the following 4 blocks:

[A][AIR OVER BLOCK][AIR OVER TORCH][B]

The schematic should be:

[A][WIRE OVER BLOCK][AIR OVER TORCH][B]

I have personally verified this issue and submit that we need to change it picture of the schematic.

Always Gate Designs
Designs A and C are pointless (also B, to a lesser extent). It's like someone just added some wires and torches around for the sake of having wires and torches around. 15:43, 10 November 2011 (UTC)
 * I think always and never gates should be removed from the list. Simply putting redstone torch down (with no supply) is always gate. And not connecting to circuit is never gate (doesn't make difference if signal comes from shutdown redstone torch). Anyone agree or thinks otherwise? -- 23:31, 10 November 2011 (UTC)

Diagrams
Question: Where should I put my multiplexer diagram and paragraph? What section? 20:07, 30 June 2011 (UTC)

Diagram B for XOR gates is wrong. There is no logic behind that logic gate. All the torches should face upward (looking at the diagram).


 * Could you post a screenshot of the correct TYPE B XOR gate?
 * I'm having alot of trouble figuring out the diagram. Thank you!
 * 11:37, 16 October 2011 (UTC)


 * Argh. I have no clue what I meant by that. The only way I got it to work (recently) was by adding more torches..
 * 00:16, 7 November 2011 (UTC)

JK FlipFlop, diagram D. Can't build the way it's desing : Folowing the redstone wire under Q to the repeater, the wire goes INTO the repeater AND into the middle central torch. Thus, the Q output did not work. On the diagram, the wire go only into the torch. I really like that desing, thanks for help! 03:24, 11 November 2011 (UTC) Martin.

Can someone please give me a layer-by-layer setup of Diagram B for XOR gate? I've been cracking at it all day and everything's coming up wrong. -- 21:39, 15 November 2011 (UTC)

Shortened XNOR design
I could be wrong be wrong here, but in the Logic Gates section, couldn't the XNOR logic gate be shortened by 2? by removing all three the right hand redstone torches. Essentially just the XOR design above it but with it's two right hand torches replaced with normal redstone. 04:32, 29 May 2011 (UTC)

SRAM diagram howto?
I figured how to build something similar to how sram works. It has 2 outputs, output and NOT output. It also has 3 inputs.. Set bit high, set bit low, and toggle bit. Toggle input must get a short pulse to work properly.

Now the questions are... how do I build diagram for it, and what section does this belong to?

Button-powered blocks
The article says buttons only power the block on which they're mounted, not the block they're actually in. I believe buttons do in fact power the block they're in as well as the block to which they're mounted. I just tried it in Beta 1.6.6. I don't know if this is a recent change, but I think the article should be updated. Thoughts? -- 17:12, 2 June 2011 (UTC)


 * Buttons do power the block they're in. I just tried it a minute ago and I had done it in 1.5 too. 02:03, 4 June 2011 (UTC)

In fact, the minecart launcher is a minecart stuck in the wall, sitting on an unpowered rail UNDER a button. 02:45, 5 March 2012 (UTC)

Rapid Pulser not work well for SMP
If you are on a good running server there still very slow and a 1/4 clock is faster, but on a very bad server side lagging server these are unusable.

22:26, 12 June 2011 (UTC)

Awesome!
I designed the T flipflop H/J design. It's really great to see that other people have played with it: replacing my graphic and investigating various gotchas. I'm honestly pleased. go minecraft!

Added T Flip-Flop K
It's a simple design that hasn't been compacted yet, allowing for people to see exactly how it works. Enjoy! (forum) 19:15, 14 June 2011 (UTC)


 * Sorry, but I don't think it makes sense to add designs which are not "better" than the current ones. There are infinite ways to build such flip-flops. "Just one more" without a special value would make a confusing list and not a worthwile wiki.-- 00:19, 9 July 2011 (UTC)

1.6.6 clocks not working
I am running it on Max FPS, anything else lags too much. Anyway, I find that NO clocks work consistently. Even the tried and trusted redstone torch 5-clock will arbitrarily have all 5 torches burn out, never to come back on. can anyone else confirm this? I even have a 5-clock where you see two torches in a row off. Um? Any help on this, and should it be added to the article. 05:37, 1 July 2011 (UTC)bobbobbob
 * When exactly do they burn out? -- 06:26, 13 August 2011 (UTC)

I have several clocks running in my world, and none of them are experiencing these problems. You mentioned lag: could your computer be the problem? 15:47, 1 July 2011 (UTC)

I have noticed in-game that using design B of the D Flip Flops section has a bit of an error when the input is 0 and the user activated the edge trigger. It sets the output to 1 for a brief moment sometimes before going back to 0. 03:51, 2 July 2011 (UTC)

I have this exact same problem - all my clocks burn out for no apparent reason. Also, if a torch burns out, any torches subsequently placed on the same block will instantly burn out the second they are powered. I do not have any problems with lag. Is anybody else having this problem? 13:40, 12 August 2011 (UTC)

Pulse limiters and Monostable circuits
After looking at these two are they not the same thing? It appears that the section on pulse limiters needs removed completely as it is duplicate to monostable circuits. 23:56, 5 July 2011 (UTC)

Sock-Shoe Redstone Circuit?
When working with s, one often finds that you need to activate one wire ("put on the sock"), then the other when the input powers on ("put on the shoe"), and deactivate the second wire ("take off the shoe") and deactivate the first wire ("take off the sock") when the input powers off.

I found a neat solution involving four repeaters. It was something like this: | Input |4 #># 1V V1  #<# |4L-- Shoe | |--Sock where the numbers next to the arrows represent the delays. The arrows are repeaters. I originally got this design from Docm77, who got it from TheReverendworm. Could someone come up with a better name for this, and put it on the wiki? 04:26, 14 July 2011 (UTC)


 * Hans Lemurson called it the "Reversible Signal Generator" (Image), although I think "reversing signal generator" is more to the point.   21:14, 3 August 2011 (UTC)

You're effectively delaying the start of the shoe signal and the end of the sock "in/out dsequencer" 13:45, 14 August 2011 (UTC)

I looked through the forum you posted an i think i have a smaller version. this is a picture of it :

I didn´t saw a smaller version or the same version please correkt me if i´m wrong. I´ll try to draw it with letters like you did:

I = Input | O1 = output for the piston wich is triggerd first and O2 for the other | + = redstone | _ = free space

I>+O1

v_v

+++O2

you can replace I and O1 with blocks so you don´t need redstone you only have to power the input-block and the output-block is powerd by reapeaters like this:

I = block | O1 = block | B = block

B>B

v_v

+++O2

IMPORTEND: like in my picture the two repeaters marked as two(2) must be set on delay level 2! and the one marked as one(1) at 1!

I2O1

1_2

+++O2

Rail T Flip-Flop
I wonder if its worth putting my version of the Rail T Flip-Flop here, because it doesn't use pressure plates.

http://imageshack.us/photo/my-images/7/20110726061543.png/

Yes its a no-brainer to replace them with sensor Rails. Also the picture hase a better resolution.

If anybody wanna do that, go ahead, as i have no clue how to upload picture in this wiki and use them LOL-- 04:25, 26 July 2011 (UTC)

image clarity and correctness
After reading section and, I looked at the article and saw some images that were illegible - the thumbnailing of the GIFs appears broken. Accordingly I increased the sizes of three until the letters became legible. Then I noticed the RS NOR latches show inconsistent shading of the wires: some are bright red others are dark red. If they are intended to show on and off states then they are wrong in designs A and F, unless they are intended to show an illegal state where both Q and Q-bar are the same state. Will all the images be overhauled in the redesign linked above? - 15:47, 26 July 2011 (UTC)

I have uploaded a PNG version with correct shading (I hope) to show what I mean. - 15:58, 26 July 2011 (UTC)

Edge Detectors
The images are the right way round to the description, and setting the delay to 3 or so worked for me in SMP, I think. :3

Meh, maybe it's a lag thing. :P 22:40, 3 August 2011 (UTC)


 * The rising edge detector works fine as per the image; it was only for the falling edge detector that I had to change the delay. I don't think it's lag related, because then it should have worked at least sporadically. I could imagine it being influenced by the . Might need more testing... 02:41, 4 August 2011 (UTC)


 * For me the falling edge detector works well but the rising edge detector needs a delay of 4 ticks. And with my redstone simulator it needs 3 ticks for the rising edge simulator... Very confusing. 22:58, 15 November 2011 (UTC) (Sorry for my bad english)

0 tick wiring / gates
Using pistons to send instant downward edge pulses, instant wire can be created. TaviRider has a couple youtube videos showing what he has done. A user also made a glitch-based instant inverter. Using the instant inverters, it is possible to make a few instant logic gates. 20:31, 10 August 2011 (UTC)

Anyone willing to proofread something?
Hey, so I just added a design for a "Minecart Clock" (4.7.3) that no one else seems to have discovered, and I'm looking for someone to look over my paragraph, see if it makes sense, make sure that the formatting is right, or point out any other unforseen errors. This is my first addition to the wiki, so I'm still a bit nervous about posting new content. Thanks!

Reverse sequencers.
I think this would be the page for this massively useful mechanism. There are two examples that I know of. Neither of them were invented by me. I'll leave it up to the collective whether to add it or not.

http://www.youtube.com/watch?v=JJH97AoUnio This version uses repeaters, and is compact, if a bit complex at first. I believe this meathod was first used by "TheReverendWorm"

http://www.youtube.com/watch?v=Vs-T0OJ8GFI This method was invented by "DeadStar12018" and uses only redstone. Also, it seems to be a bit more stable than the previous version.

Cleverlynamed1 02:26, 28 August 2011 (UTC)

Fast Off Slow On Circuit - Where To Put?
A circuit I wanted to share with the community. It's useful when you have a space that you want to toggle between two different blocks (attached to sticky pistons). For example, I use it to alternate between a smooth stone floor in a tunnel and a staircase leading down. The fast off means the piston payload already in place gets out of the way before the new payload attempts to enter the space.

Key: }-[] is the extended sticky piston. [] is a dirt block - and + are redstone wires. °\ is a redstone torch on the side of a dirt block. : is a redstone repeater (directed away from the wire toward the piston's payload block).

It's hard to read the diagram. How do you do fast on slow off?

Wiremod
That reference to Garry’s mod and wire mod in the intro is irrelevant and seems to me to be a promotion of wiremod. I am removing it.

Flatd - How is it irrelevant when people could be wondering how to change wiremod circuits from garrysmod, into something they can use in Minecraft. This does not seem as a promotion of wiremod or garrysmod and it does NOT Seem irrelevant.

accurate 5 min timer
should this be added? it could be used to check between time of day or even allow multiple stages. the video comes with a map i think, no vids on the wiki so i wanted to check on the talk page before i posted it.

http://www.youtube.com/watch?v=v6Jifu5_w_o 04:44, 19 September 2011 (UTC)

New rail T flip flop
New design by me. I built it to replace the old T flip-flop made with rails on the page.

www.youtube.com/watch?v=vZT0GyXVGKc

I'm going to post a picture.

22:26, 24 September 2011 (UTC)

Need help adding a clock that can be turned off
I made this clock that can be turned off by a lever which has many applications. I don't know how to add it properly here, so I took a picture so that someone else can add it:



Explanation:

The images show two pictures. The upper is before the lever has been switched and the lower is after.

It has 3 major components:

1. A lever that behaves as a button (bottom-left). When pressed it sends a signal which is as long as a button. "This is the 'button'" in the image shows where the signal is lit only for 0.5 s. The repeaters are set on 1 and 4.

2. A clock (top-right). A simple clock using repeaters. All set to 4.

3. A piston (top-left), which pushes a stone so that the current inside the clock can't circulate any more.


 * Most clocks can be turned off by simply powering the block that the redstone torch is attached to. That seems overly complicated. :\ 02:24, 1 October 2011 (UTC)

99% of so-called "D flip-flop" are gated D latches
I'm a bit confused about the terminology used to name the components of the "D flip-flop" section.

A D flip-flop is by definition edge-triggered.

Level-triggered "D flip-flop" don't exist. In fact they have a name : gated D latch.

This confusion has produced numerous cases of people building a gated D latch and calling it D flip-flop. Another consequence is that it is impossible to find a real D flip-flop design on the internet, as results are polluted by false D flip-flops. –Preceding unsigned comment was added by  13:26, 16 October 2011. Please sign your posts with


 * I can understand the confusion, but there's not much that can be done at this point. We could change the terminology on the Wiki to properly reflect the actual name, but that wont stop people calling them the wrong thing and perpetuating the misnomer.  Though, it would help somewhat.
 * Furthermore, I would make the change myself but I don't have enough of a knowledge base on the subject to properly modify the prose to reflect the new title.  undefined 02:58, 21 October 2011 (UTC)


 * I agree with this suggestion. In my experience with electronic designs (not that I'm an actual electrical engineer, but I could probably play one on TV), when used formally in precise environments, a "flip-flop" or "register" always changes its output value on the edge of a clock input, whereas anything level-sensitive is a "latch". Latches would typically be RS latches, such as the ones shown on this page, or D latches (also known as "transparent latches"), such as the ones lumped in "D Flip-flops" on this page. Flip-flops would typically come in D, T, and JK forms, with each one changing its output on an edge of a clock input; many typical implementations of these flip-flops also have "asynchronous reset" or "asynchronous preset" inputs which are level-sensitive and do not require the arrival of a clock edge, but these inputs would generally be considered ancillary to the primary function of the device and hence would not influence its name. That said, this may be a locale- or background-specific view, as I believe the flip-flop page at Wikipedia has undergone a large edit war on exactly this subject. I do, however, feel that calling a level-sensitive RS device a "latch" while calling a level-sensitive D device a "flip-flop" is incongruous. 06:47, 23 October 2011 (UTC)


 * A latch is two cross-coupled logic gates (such as an RS latch which is made with NAND gates, or a ~S~R latch made with NOR gates). A flip-flop is just two latches, with the clock signal inverted for one of the latches. So a rising edge triggered D flip-flop is a D latch, followed by an RS latch (Q->S, ~Q->R). The clock signal for the D latch is inverted, and is not inverted for the RS latch. So latch = two cross-coupled logic gates, flip-flop = two latches. 01:09, 14 December 2011 (UTC)


 * Show me how to make a JK flip-flip from nothing but two latches then. Considering there is no such thing as a JK latch (the concept doesn't even make sense, since J=K=1 implies toggling and toggling makes no sense for something that doesn't have an instantaneous point of activation like a clock edge), how could you possibly do this without adding additional gates around the latches? Alternatively, if by "logic gate" you just mean a combinational (stateless) device with N inputs and one output (arguably a reasonable definition), one could easily conceive of a latch made of just one three-input gate with a feedback path. One more often names things based on their behaviour, rather than their implementation, for exactly this reason. 09:03, 16 December 2011 (UTC)

Revert
I've reverted the page back to a previous edit (made by Fluffi1 on 01:51, 22 October 2011) as the edit by 109.40.117.138 seems to have messed things up and filled the page with the words Headline Text 17:51, 23 October 2011 (UTC)

That's a perfectly fine and normal thing to do and you don't need to announce it on the talk page. — 19:57, 23 October 2011 (UTC)

Sticky Piston Multiplexer
I'm not sure how to draw those fancy diagrams, but I found a sticky piston multiplexer design that's fairly compact. This selects the input B if selection input is off, or A if selection input is on. I'm not a redstone guru so I'm not sure how expandable it is compared to the one listed.

Note: The bottom 2 wires NEED to be connected.

05:29, 8 November 2011 (UTC)Kurhan

Demorgan's Theorems
I think some reconciliation should be taken on the NAND and NOR gate sections specifically how NOR happens to be a demorganised NAND gate. I think I will do that now.

Added a simplified design of the toggle Flip-Flop design J named L
The NOT gate was integrated to the edge trigger and the period of loops are adjusted by rearranging the repeaters. I think it would be stabler than design J. 17:45, 27 January 2012 (UTC)

The diagrams are seriously inconsistent.
The first image where blocks are sand textures NEEDS UPDATING and all the diagrams seem to use their own system even though the page labels a system. Speaking of the page system how are you meant to show what state the repeater is in on the suggested system? 07:44, 10 February 2012 (UTC)

Nevermind I can see how you could do it with a number, but the problem with a different system being used per diagram still stands. 07:46, 10 February 2012 (UTC)

Also it seems pictures with invisible backgrounds get random letter blackouts. Another thing that needs atleast notating if not enforcing is the view on the circit (top down or side). 07:50, 10 February 2012 (UTC)


 * I'll work on recreating and standardizing the diagrams, will probably take a few days. -- 20:56, 10 February 2012 (UTC)
 * While I'm remaking diagrams, are there any broken/redundant/overly complex designs I should leave out to simplify the page? -- 04:27, 12 February 2012 (UTC)


 * Pusle diagrams doesn't work for A and B. 04:45, 6 March 2012 (UTC)

Serious Redstone Lag?
I get lag on all continuously moving circuits and any kind of block updates on my brand-new computer. I literally cannot run a 3 clock on my computer without serious jumps and fps drops. Anyone else had this problem? I'm desperate for a solution :(

Specs: -Window 7 premium, 64-bit -64 bit java installed -512 MB RADEON graphics card -1 TB hard river space -8 GB of RAM -Is a laptop

What's the issue here?


 * I don't really have enough info to diagnose it, but I'll guess that your laptop has a slow bus. There's not much that can be done about that without getting a new computer, since the bus is a part of the motherboard. But just in case, check your BIOS settings for something to do with a bus, or FSB (front-side bus). Check it for something to do with the CPU frequency, too. I had a machine once that was locked at 1GHz out of the box, and I had to change something in the BIOS to get real speed. 04:06, 13 March 2012 (UTC)


 * ^^^Ugh, here's a hint: IT'S NOT HIS COMPUTER. This is MINECRAFT, ffs.^^^  At some point, minecraft released an update that completely shat on all redstone creations.  I had made a redstone elevator prior to this update (I forget which update). When i completed it, it ran beautifully.  If I try to run it now, it slows my comp down to an agonizing halt.  And I have the most kickass DESKTOP computer to date, dont you dare tell me it's my comp being slow!  This update changed the way redstone worked somehow.  There is really nothing anyone can do about this as far as I know.  Until mojang decides to fix this, don't bother making crazy shit. Wednesday, May 16, 2012.

Unspecified Inputs for Data Flip-Flops
The data flip-flops all have three inputs: D, R, and S. The latches only have the D input.

I thought data flip-flops were for remembering a single bit for a single cycle of the clock. Apparently they need more input than just that one bit.

But the tutorials don't tell me what to connect to R and S. They don't even refer to them! 20:59, 11 March 2012 (UTC)


 * There is a brief mention: they can be used to set the state of the output, regardless of the clock state. I don't know when you'd need to do that, and it works fine without them. -- 22:39, 11 March 2012 (UTC)

Clarity?
It may be more comptact to use this obscure format, but its hardly clearer than just showing the real blocks.-- 14:22, 29 March 2012 (UTC)

Capitalization of title
Redstone circuits and the associated circuitry are not proper nouns. Why did the page get moved? I'd like to move it back to its original location of. • 02:41, 10 April 2012 (UTC)

About On/Off Switch
I realized that the newly added stuff "On/Off Switch" has no difference technically with T flip-flop. Do you guys agree with me? Or am I wrong? -- 13:01, 4 May 2012 (UTC)

Not a wiki page
This page on redstone circuits is the total opposite of what a wiki should be. It uses electronic jargon and is totally inaccessible to the standard reader. It is absolutely impossible to learn anything practical from it. Or even theoretical. This is a shame because the rest of the wiki is fantastic.

I'll have to look up other resources to learn about redstone circuits. –Preceding unsigned comment was added by (&#124;). Please sign your posts with


 * Try the forum thread. I did not have hardly any technical knowledge at all, but it did a good job explaining everything. I will answer any questions you still have after reading it. 15:56, 13 May 2012 (UTC)

Mechanical to Redstone conversion
It says: Making use of a QUIRK involving the update function on blocks near a water or lava source, it is possible to convert the "mechanical" energy of updating a nearby block into a Redstone signal. Shouldnt we add a warning that it uses a bug/glitch which might be fixed in the future?

Deskription of the Items
How the @#@&#* can people be that messy at this page but still make redstone-circuits? This side lacks of basic things like a description what every symbol means and not only a few of them. can this be that difficult?

Extreme Delay Circuit
The extreme delay circuit can supposedly be used to delay an input signal, but I don't see how that is supposed to work. The diagram doesn't show any inputs either. Is there something missing or is it actually a clock generator and the text should be changed? 16:04, 28 May 2012 (UTC)

I'm not sure, but I believe it is just 2 clocks linked to an and gate, activated at different times. Both will be on at the same time very rarely, exponentially increasing the delay. However, i am not sure how it can be a very accurate timer. To use it as a delay, you would need a pulse to activate the clocks, and the output would have to connect to the clock to shut them off somehow. you could use a second and gate to keep the clocks from doing anything, but then the first pulse would be less than the normal delay. 16:23, 2 June 2012 (UTC)

Could someone please explain the difference between a RS nor latch and a T flip flop?
As above. 16:29, 2 June 2012 (UTC)


 * A T flip-flop has a single input; the output changes state every time a pulse is received on the input wire. An RS nor latch has two inputs: the output turns on when a signal is received on the S (set) input, and turn off when a signal is received on the R (reset) input. Multiple signals on the same input have no further effect. -- 21:39, 2 June 2012 (UTC)

Thanks. 15:56, 8 June 2012 (UTC)

Clock H no longer works
I tried making and it doesn't seem to work. There's nothing that actually powers the piston. I tried changing the wiring to try and fit the principles, namely that the piston activating deactivates the piston, but the sticky piston didn't pull the block back. –Preceding unsigned comment was added by (&#124;) 17:49, 3 June 2012. Please sign your posts with


 * It works in 1.2.5, might not in future versions as it seems to use the piston quasi-connectivity bug and possibly other quirks. Sensitive to block updates as well; you need to place the block that the piston moves last, after all the other components are in place. When placed, that block is powered, which activates the piston; once it starts moving, it no longer conducts power, and the piston retracts as soon as it finishes extending. A 1-tick pulse makes a sticky piston push and not pull a block, but this seems to change state faster than that (possibly 1 game tick (1/20 second), rather than 1 redstone tick (1/10 second)). -- 22:34, 3 June 2012 (UTC)

BUD switches
Cool, they're made famous by x. Cool, they use a quirk with pistons. Cool, they have a lot of interesting uses. Mind telling us what they look like and how to build one? 02:36, 16 June 2012 (UTC)
 * See the page dedicated to . 20:57, 5 October 2012 (UTC)

Another NOR-Latch Design?
I have MC Redstone Sim, but it must be an old version, or I really can't figure out how to get the side view, so I will have to do this in ASCII.

Legend O  Block, _  Redstone, \  Torch on side of block
 * Torch on top of block,

_ RESET _O \O| OUTPUT ___O___ INPUT

I came up with the design when I was in need of a vertical NOR Latch. The input and the output are at the same height with each other, and this can obviously be placed easily on a wall, or cascaded side-by-side with one block of space between each individual cell.

The RESET input is marked on the very top redstone, but can actually be run from this top block (on 3 sides, just not from the side going over the other redstone on layer 3), or can be run from the lower redstone which connect to the side-mounted torch, from either side. To cascade a single reset to multiple cells, you will have to isolate the input, which would require each cell to have a repeater.

add link on the tutorials page
I think that it should have a link on the tutorials page because this is only accesible through a search which is not very intuitive. also the tutorials jump from absolute beginers to really advanced so i think that this would fill the gap nicley because it is such a usefull page.

Redstone pulser
You need to have 6 redstone repeaters, 1 redstone torch and 4 pieces of redstone. Now put a piece of redstone on the ground, go to the right, skip a bock and but a piece of redstone there. After go 3 blocks down and on the 3rd block place a piece of redstone now just put in the other corner of your rectangle. Once you`ve done that put redstone repeaters in the gaps. Then put down the redstone torch next to a piece of redstone and destroy is really quick. Then your pulser is finished. 13:22, 4 July 2012 (UTC)

Dispenser based T-Flip-Flop
In Minecraft 1.3, dispensers can fill and empty buckets of water. Thus a bucket of water, a dispenser, a few pressure plates and a boat allow us to create a simple T-flip-flop. An input will place water in-front of the dispenser and the boat will float. A second input will removed the water and the boat will fall on the pressure plate. Should I add my design or not? Much smaller than the one in. -- 20:05, 7 August 2012 (UTC)

Extreme Lag
I decided to map out all of the redstone circuit designs (for an easier reference for myself) onto a single world. Once I started making T Flip-Flop design K I started experiencing extreme lag. I've managed to get myself well away from all of the circuits and the lag has ceased, but whenever I get near them again the lag starts up. I can't get anywhere near my reference models now. I've tried lowering the quality, and I've downloaded several mods such as OptiFine to tune the quality even more but I still can't get rid of the lag. I've also noticed that there are random chunks that fail to load every single time I load the world. Is there any solution to this problem or do I just have to delete the world? 04:41, 8 August 2012 (UTC)


 * Are all the gates/latches running.. powered and getting inputs all the time? if so, change that. Otherwise.. what are your specs? You should have atleast 2,5GHz 2xCore. Minecraft may only run at one, but with 2 cores, it can use 100% of that core, where on a singlecore it likely has only 80% of CPUtime.-- 13:11, 1 September 2012 (UTC)

Split proposal
I think we should either split this article into separate subpages (,, , etc.) due to its immense, daunting, and admittedly messy layout. In the main article, we could have a table or bullet-point list of all subsections and their purpose, like a directory. This should make it easier for users to navigate the vast amount of information, as well as make it easier for editors to add, remove, or change information about a particular bit of circuitry.~ 19:50, 26 August 2012 (UTC)


 * Sounds good to me. That approach worked well for . -- 00:47, 28 August 2012 (UTC)


 * Glad you agree! Let's work out exactly what sections we should split this onto. You've seen my proposals, have you any more? ~ 01:46, 29 August 2012 (UTC)


 * I'd start by splitting off gates, latches/flip-flops, and clocks, as you mention. Maybe a page on forms of signal transmission - repeaters, pulse generators/limiters, edge detectors, multiplexers, vertical transmission. I don't see any other major categories, but maybe something will be more obvious once those are removed. -- 06:56, 31 August 2012 (UTC)


 * Good idea. It sounds a lot like a sort of "redstone textbook" to me.  Either way, I'd like to see this happen.-- 19:23, 14 September 2012 (UTC)

fail for 1.3.2
none of the XOR gates, or clocks that invole pistons work in 1.3.2 you should include that as a warning, or just update it. - 19:19, 29 August 2012 (UTC) is annoyed


 * I'll look into it, but I haven't noticed my circuits acting any differently. ~ 02:36, 31 August 2012 (UTC)


 * Well, I've tested the XOR gates, and designs A, C, D, E, F, G, H, and I still work perfectly (B is currently undocumented on this Wiki). I've also tested piston-based clocks and designs H, A, B, C, and D still work perfectly. That's... all the XOR gates and piston-clocks. What exactly is your problem?~ 05:39, 31 August 2012 (UTC)


 * T flip-flop Z4 broke, but that's the only one I've found. I'm a bit surprised that clock H and the instant repeater still work, but they do. -- 06:40, 31 August 2012 (UTC)

I acctully ment NOR.:p meh bad. But the REASON is the block with the redstone has the redstone pop off. –Preceding unsigned comment was added by  22:59, 19 September 2012‎ (UTC). Please sign your posts with


 * NOR gates work fine, as do the RS NOR latches. Whichever circuit you're trying to build, I suspect you're not doing it correctly. -- 05:12, 20 September 2012 (UTC)

O_O Ok this is weird becuse it actully popped of in 1.3.1 and below, but it still worked.. But I dunno. But i think im DONE with redstone until jeb dicides to make it fair agein. also....i dunno..... im done blabbering. 01:41, 24 September 2012 (UTC)

Can people check what piston designs are broken? And in general...
Pistons changed in 1.3, and it occurs to me that a lot of designs have likely been broken. For that matter, how about making a standard practice when describing a design, to note the latest version in which it's been tested? That can also go into summary tables like for the flip-flops. -- 20:08, 27 September 2012 (UTC)


 * As mentioned in the topic above, most of the circuits listed here still work fine. I do like the idea of noting which version designs are known to work in, as there could be other changes to redstone behavior in future updates. -- 01:07, 28 September 2012 (UTC)

Add Point Swiches In Minecart Tracks
I know how to make points in Minecraft. First, wire up some Redstone Dust from the point to your "Signal Box." Then place down a Lever and set it to the on position. After that, walk along the line and when you see a place where the Redstone Dust has been worn out, place a Redstone Repeater down. (Note: Keep it on 1/4)

06:38, 30 September 2012 (UTC)

New T flip-flop design
I invented an 1 block wide T flip-flop:

Three different sections on one and the same thing? Pulse generators, pulse limiters and edge detectors
I'm just wondering, why are there three different sections on one and the same type of circuit. They all send short pulses and do so only when their input changes from either ON to OFF or vice versa. How about merging these sections into one?

XNOR Example E
How does the (0)Redstone torch affect the output? Explain please? 17:22, 12 October 2012 (UTC)


 * If both inputs are on, the center, top, and bottom torches will all be turned off. The torch on the right is needed to turn the output on. -- 19:22, 12 October 2012 (UTC)

Steam power
Hello, I have done a little experimenting with using dispensers with water buckets to transmit power via "steam shafts" and BUD switches. Pulses of power can be reliably transmitted via steam power in a variety of ways over huge distances with the right dispenser circuit, including vertically downwards (via a simple 1x1 shaft of water). If this is something the MC community would be interested in, I can draft a section detailing my ideas on my user page and then merge it into this document. Please reply if this sounds neat. 21:55, 14 October 2012 (UTC)

Vertical Transmission section missing?
I'm fairly sure there used to be a section on vertical (both up and down) transmission of signal. It appears to be missing now. Does anyone know why? 14:34, 28 October 2012 (UTC)


 * It was moved to . -- 15:19, 28 October 2012 (UTC)

Thanks! -dunno how I missed it. 02:48, 29 October 2012 (UTC)

Re-Write
I've updated the page's introduction and done a little formatting to make this page more consistent with other pages on the wiki (the page has accumulated ... character ...).

Some things I'll work on (if others don't first):
 * The content split has left a lot of content-less sections behind -- those need to have some introductory content added back in (say, a paragraph introducing each topic). (UPDATE: completed.)
 * I think the Basic Mechanics section could also use some re-organization. ... Maybe a total re-write? I'll think about it. (UPDATE: completed.)

I'm not sure that "piston circuits" should even be a topic -- circuits should be organized by their function, not by what blocks they're built from (for example, the section in the Logic Gates page discussing AND Gates should describe AND Gate circuits built from redstone torches and AND Gate circuits built from pistons and just treat them all as different ways to build an AND Gate and possibly discuss the pros and cons of each). But until all of the circuit sections are updated with piston circuits, it's good to have them somewhere.

The content split has moved most of the technical terms to subpages, which has helped bring the writing level of this page down to a more reasonable high-school level, I think (previously, the use of technical terms put the writing level at a university level). I'd like to have this page (and ideally, even the more specific subpages) accessible to younger readers (as well as English-as-second-language readers). Even thinking through simple circuits ("... this line turns off this torch, which allows that torch to turn on ...", etc.) may be advanced for grade-schoolers though in terms of problem-solving (I mean, certainly some can, but it's not a typical problem at that level, I believe), so a high-school level of writing seems appropriate.

-- 18:22, 28 October 2012 (UTC)


 * The introduction looks a little bare now. It could probably use a nice (big-ish) screenshot of a circuit to illustrate what this page is for. -- 18:44, 28 October 2012 (UTC)


 * I've done a major re-write of the Basic Mechanics section (now Basic Concepts, Building Circuits, and Circuit Components sections). The article now provides a one-stop shop for all details of how redstone blocks behave in redstone circuits (the previous version took a stab at this, but the material was unorganized).
 * This has the made the article somewhat long again, but I don't think it would make sense to move the Circuit Components section to its own page. It's helpful here.
 * Maybe the Building Circuits section should go first, so Basic Concepts comes right before Circuit Components? As a natural progression of information, it should probably go at the very end of the page (first you learn blocks, then sub-circuits, then you finally learn how to build complete circuits), but I really don't want to bury the primary purpose of this article: building circuits. -- 17:12, 19 November 2012 (UTC)