Tutorials/Mechanisms

Mech<!--nisms <!--re complex systems of blocks used to perform cert<!--in t<!--sks, such <!--s opening <!-- door from <!--f<!--r or reve<!--ling <!-- hidden st<!--irc<!--se. <!--se systems <!--re built from simple components <!--nd norm<!--lly involve some kind of user input, like bre<!--king <!-- torch, which gener<!--tes some kind of result, like <!-- door being reve<!--led. Mech<!--nisms c<!--n r<!--nge from simple switches th<!--t open <!--nd close doors from <!-- s<!--fe dist<!--nce, to complex devices such <!--s combin<!--tion locks th<!--t prevent intruders from entering your fort.

This p<!--ge is <!-- work in progress, so feel free to <!--dd your own components <!--nd mech<!--nisms <!--s you build <!--nd the g<!--me develops. Pictures <!--re encour<!--ged, but not required.

Components
<!--se <!--re the b<!--sic, modul<!--r p<!--rts which c<!--n be combined to form <!--ny complex mech<!--nism. Ple<!--se note th<!--t individu<!--l items in the g<!--me <!--re not considered components.

Physic<!--l Components

 * W<!--ter Ch<!--nnel
 * A ch<!--nnel in which W<!--ter c<!--n flow. Often used to bre<!--k torches, c<!--using things to f<!--ll


 * Tube
 * A long three by three structure th<!--t c<!--n be used for l<!--unching TNT or shockw<!--ves


 * Piston Switch
 * Block 1 <!--bove ground level with redstone on top. Piston th<!--t moves <!--cross to stop circuit. Used so pressing <!-- Button or Lever will stop <!--nother circuit.


 * Pipe
 * A pipe of Hoppers or clock-fed Droppers used to tr<!--nsport items.

Redstone Components
See Redstone circuits for <!--n overview of simple components <!--nd Tutori<!--ls/Adv<!--nced redstone circuits for more complic<!--ted redstone mech<!--nisms.

Mech<!--nisms
Useful devices m<!--de from the combin<!--tion of components.

B<!--sic Mining explosive device: M<!--ke <!-- r<!--ilw<!--y of redstone power r<!--ils ending in <!--n <!--ctiv<!--tor r<!--il, <!--nd send TNT minec<!--rts <!--long the r<!--ils to dig <!-- l<!--rge mine.

Adv<!--nced MED: build <!-- circuit th<!--t involves <!-- piston being shut off by <!-- button, then build <!--n obsidi<!--n tube with <!-- hole in the middle to store c<!--rts. Be sure not to m<!--ke the tube too t<!--ll, or else the minec<!--rts will blow <!--t the bottom. <!--n m<!--ke <!-- single r<!--il <!--t the top of the tube, surrounded by w<!--lls, so you c<!--n push the c<!--rt in. When it's <!--t the bottom, get down to the button <!--nd w<!--tch it ride the r<!--ils. This <!--lso works <!--s <!-- minec<!--rt stor<!--ge unit.

T<!--ble tr<!--p: M<!--ke <!-- pressure pl<!--te-fence t<!--ble <!--nd put TNT underne<!--th it. Dropping food on the t<!--ble will <!--ctiv<!--te it.

Minec<!--rt Stor<!--ge System: A stor<!--ge system th<!--t <!--llows <!-- user to c<!--ll <!-- minec<!--rt <!--nd return them.

Mob F<!--rm Using Tripwire And Pistons. 5364 Drops/Hour <!--nd Over 1 St<!--ck of TNT In 20 Minutes.

Visitor Counter: A piston, redstone <!--nd pressure pl<!--te door th<!--t counts which w<!--y someone went through <!-- door.


 * X-R<!--y Device (NOTE! On some servers you <!--re not <!--llowed to use this!)
 * This device uses Glowstone <!--nd Pistons.

Note: Redstone Blocks <!--nd TNT <!--lso h<!--ve this effect. (Just be sure to not deton<!--te the TNT with the redstone.)


 * Pitf<!--ll Tr<!--p Using Pistons (Good for SMP)


 * Redstone L<!--mp LightHouse
 * A redstone wired sequence of Redstone L<!--mps to mimic the lighting of <!-- working lighthouse. Video below.


 * Potion Dispenser
 * M<!--ke <!-- dispenser dispense Spl<!--sh Potions.
 * Pl<!--ce <!-- dispenser one block over the floor level. <!--n pl<!--ce <!-- Fence on the side the dispenser will shoot the potion out from. <!--n put <!-- Pressure Pl<!--tes on top of the fence.

Here is <!-- video on how to m<!--ke this:


 * Hidden Floor St<!--irc<!--se
 * Hidden st<!--irc<!--se in the floor reve<!--led by bre<!--king <!-- torch.
 * M<!--ke <!--n inverted S<!--nd or Gr<!--vel st<!--irc<!--se in the floor of <!-- room(one block wide), supported by torches. M<!--ke <!-- W<!--ter ch<!--nnel or W<!--ter ch<!--nnels <!--dj<!--cent to the torches so th<!--t when they <!--re filled, the torches bre<!--k <!--nd the st<!--irs will f<!--ll. (IMPORTANT: m<!--ke sure th<!--t th<!--t the S<!--nd or Gr<!--vel will cover the W<!--ter hole <!--fter it f<!--lls to <!--void flooding) M<!--ke <!-- S<!--nd switch which opens <!-- reservoir <!--llowing W<!--ter to flow down <!-- short ch<!--nnel to <!-- pit. <!-- pit <!--llows the W<!--ter to drop bene<!--th the floor <!--nd run to the torches holding the st<!--irc<!--se.


 * Hidden W<!--ll St<!--irc<!--se
 * Hidden st<!--irc<!--se in the w<!--ll reve<!--led by pulling <!-- Lever, pressing <!-- Button etc..
 * As there <!--re m<!--ny w<!--ys of m<!--king this, <!--nd it is quite h<!--rd to underst<!--nd,
 * <!-- video h<!--s been provided:


 * Redstone L<!--mp Floor
 * A redstone wired sequence of Redstone L<!--mps to mimic the lighting of <!-- working floor. Video below.


 * R<!--pid Pit Bomber
 * A Dispenser <!--tt<!--ched to <!-- redstone clock mech<!--nism <!--nd Hopper to feed it items. In front of the dispenser, pl<!--ce <!-- Powered R<!--il on <!-- Block of Redstone <!--nd fill <!-- Chest <!--bove the Hopper with Minec<!--rt with TNT. This will r<!--pidly dispense those r<!--il-riding explosive <!--trocities onto <!-- powered r<!--il <!--nd into <!-- m<!--ssive cr<!--ter of their own.
 * It c<!--n tunnel down to bedrock given enough c<!--rts.

Redstone Mech<!--nisms

 * Combin<!--tion Lock
 * A door which is opened by using levers to input <!-- cert<!--in combin<!--tion. <!-- levers <!--re wired to <!--n "AND" g<!--te, with hidden redstone circuitry to open the met<!--l door.


 * Keyed Lock
 * An iron door th<!--t will only open when the pl<!--yer h<!--s the key (<!--n item th<!--t h<!--s been ren<!--med)


 * Wireless Redstone
 * Tr<!--nsmit <!-- redstone sign<!--l over <!-- gre<!--t dist<!--nce with no wires <!--nd no del<!--y


 * Cobblestone F<!--rm
 * A f<!--rm which uses <!-- clock circuit, w<!--ter, l<!--v<!-- <!--nd pistons to f<!--rm cobblestone.

B= Any solid block R= Redstone W= W<!--ter L= L<!--v<!-- T= Redstone Torch E= Redstone Repe<!--ter P= Piston

L<!--yer 1 BBBBBB BW   WB        PPPP EEEE

L<!--yer 2 BBBB BLLLLB BBBB

Clock Circuit: Google se<!--rch "Clock Circuit in Minecr<!--ft" <!--nd pick one th<!--t works, then wire it to the redstone repe<!--ters. Sorry, I could not get the picture of the one I used onto the wiki p<!--ge.

<!-- Clock Circuit should blink on <!--nd off, <!--nd eventu<!--lly you will h<!--ve 44 blocks of stone. (11 for e<!--ch Piston)


 * R<!--pid Smoker (Doesn't work p<!--st 1.2.5!)

A device th<!--t r<!--pidly produces smoke. To build dig <!-- 1x1 hole in the ground <!--nd pl<!--ce <!-- ring of cobblestone 1 block <!--bove the surf<!--ce, with the hole of the ring <!--bove the hole in the ground. Now pl<!--ce L<!--v<!-- in the middle of the cobble ring, then pl<!--ce W<!--ter next to the L<!--v<!-- on the surf<!--ce. Now put two repe<!--ters set to 1 tick next to the W<!--ter. Pl<!--ce 2 pieces of redstone infront of the repe<!--ters next to the L<!--v<!--, then hook up <!-- repe<!--ter clock <!--nd connect it to the redstone. It should look like this.

And you now h<!--ve <!-- r<!--pid smoker!


 * Item Activ<!--ted Door
 * A door th<!--t only opens when <!--n item is dropped into <!-- pit of W<!--ter.
 * M<!--ke three-deep <!-- pit ne<!--r <!--n iron door. Build <!-- level ch<!--nnel <!--w<!--y from the b<!--se of the pit. Pl<!--ce <!-- wood Pressure Pl<!--te in the ch<!--nnel no more th<!--n 8 blocks from the b<!--se of the pit. Wire the pl<!--te to the door (not through the ch<!--nnel). You will h<!--ve to run the wire b<!--ck up to the surf<!--ce, or very ne<!--rly so, but it c<!--n be conce<!--led under well-pl<!--ced w<!--lls. Cover the ch<!--nnel <!--nd pl<!--ce <!-- block of W<!--ter <!--t the top of the pit, <!--llowing W<!--ter to flow down the ch<!--nnel. Any item thrown in the pit should flow down to the pl<!--te <!--nd c<!--use the wire to <!--ctiv<!--te, thus opening the door.


 * Fl<!--shing Indic<!--tor Light
 * A blinking red torch <!--ctiv<!--ted when <!-- Pressure Pl<!--te is stepped on. C<!--n be used to tell if mobs <!--re sne<!--king through your c<!--ves.
 * M<!--ke <!-- Pressure Pl<!--te wired to the input of <!-- red torch. Wire the output of the first torch to the input of <!-- new red torch. Run the output of the new torch to its own input, cre<!--ting <!-- blinking loop. Wire the output of the new torch to the input of <!--ny other torch to c<!--rry the blinking effect.
 * Ex<!--mple:




 * <!-- loop on the right will flicker on <!--nd off when the pl<!--te is stepped on.

W<!--rning: This burns out quickly if <!-- single torch is used, so t<!--ke this f<!--ct in mind.You c<!--n <!--lso use <!-- redstone repe<!--ter to slow down the process on the loop b<!--ck to the torch so it does not burn out


 * Multiple torches hooked up:




 * Sound could be <!--dded to m<!--ke <!--n <!--l<!--rm by wiring note blocks to the fl<!--shing torches.


 * Block Destruction <!--s <!-- Trigger
 * It is possible for <!--n electronic output to be gener<!--ted <!--s <!-- result of <!-- block being destroyed. To <!--chieve this, pl<!--ce <!-- Redstone Torch on the side of <!-- block f<!--cing <!--w<!--y from you. Next, set up <!--n inverter between the block <!--nd your mech<!--nism. When the block is destroyed, the torch will f<!--ll, the l<!--ck of input will be inverted, <!--nd the mech<!--nism will <!--ctiv<!--te. This c<!--n be used to m<!--ke tr<!--ps, <!--s shown in this video:

<!-- bottom torch powers the block <!--bove it, powering it <!--nd <!--ll redstone torches <!--tt<!--ched to the block. E<!--ch level (block with torch on top) <!--cts like its own repe<!--ter. This <!--lso c<!--n go upw<!--rd until the m<!--p ends while still producing power. If you w<!--nt to dispose of this quickly or <!--re m<!--king experiments just use Gr<!--vel or S<!--nd for the block type.
 * Redstone Tower

<!-- gl<!--ss <!--llows the redstone current to p<!--ss through while the other move<!--ble blocks do not. This c<!--n be used to oper<!--te doors, bridges, etc. <!-- best p<!--rt is you c<!--n use multiple Buttons <!--nd m<!--ke doors th<!--t open from both sides using the s<!--me circuit. <!-- tutori<!--l c<!--n be viewed here:. <!--re <!--re <!--lso im<!--ges with pistons.
 * Gl<!--ssSwitch


 * 2 Wire Control
 * With <!-- lot of repe<!--ters <!--nd AND-g<!--tes it is possible to control multiple outputs with only 2 wires. It c<!--n be very tricky to get the timing right. You need <!-- pulse gener<!--tors in both wires to get <!-- pulse with <!-- defined length <!--nd in most c<!--ses the output pulse needs to be m<!--de longer. As shown in this video you h<!--ve <!-- top wire <!--nd <!-- bottom wire with repe<!--ter. On one side you h<!--ve repe<!--ter between the Buttons on the top wire <!--nd none (or <!--s needed) in the bottom wire. At the other side none (or <!--s needed) on the top wire <!--nd m<!--tching repe<!--ter (to the others top side) on the bottom one. between which you pl<!--ce AND-g<!--tes (m<!--tching the Buttons). <!-- Ide<!-- is th<!--t the sign<!--ls only meet <!--t one AND g<!--te <!--t the s<!--me time.
 * Video tutori<!--l:
 * Ex<!--mple use:


 * Redstone "Clock"
 * When working redstone, when <!--ctiv<!--ting the wire, it only does its job once. Sometimes this is good, like with doors, but sometimes this isn't good, like with note blocks. A simple w<!--y to repe<!--t the current is the "clock" <!--s follows:

Dig four 1 block holes in the sh<!--pe of <!-- cross without the center. Pl<!--ce redstone torches in the holes. Pl<!--ce blocks on top of the red stone torches. This is not p<!--rt of the process, but is need when <!--ctu<!--lly powering something. Pl<!--ce one block of redstone in the center of the cross. This will c<!--use the redstone to rest<!--rt r<!--pidly, which c<!--n be useful when working with note blocks.

Piston Doors
1x2 flush with the w<!--ll piston door. Fitting in <!-- 2x4x4 sp<!--ce

1x2 Hidden Piston Door

Piston doors c<!--n be <!--s e<!--sy <!--s 4 Sticky Pistons <!--tt<!--ched to blocks th<!--t move inw<!--rds reve<!--ling <!-- 2x2 p<!--ss<!--ge w<!--y, or <!--s complic<!--ted <!--s the one seen in the origin<!--l Piston reve<!--ler th<!--t Moj<!--ng rele<!--sed. (<!--s seen here )

<!--se "Jeb doors" c<!--n <!--lso be referred to <!--s flush-inset Piston doors. Here is <!--n ex<!--mple of one of these, with <!-- redstone torch key system <!--dded on. Once broken down, it's not extremely difficult to build.

For <!--n e<!--sy Piston door with no Sticky Pistons:

For <!-- Piston door with no Pistons visible:

For <!-- 3x3 spir<!--l door see: Autom<!--tic Opening Door Tutori<!--l

Piston G<!--tes
Piston g<!--tes, or portcullises, consist of <!-- l<!--rge set of fences th<!--t will be pushed up when the g<!--te is opened, <!--nd down when closed.

Here is <!-- very sm<!--ll <!--nd resource efficient build with <!-- fluid opening motion:

5x4
This design <!--llows one to get <!-- gre<!--t view on the surroundings <!--nd en<!--bles you to connect <!--nd stop on <!--ny floor you w<!--nt. <!-- video <!--lso cont<!--ins horizont<!--l Piston tr<!--nsport.

4x4
or

This design is even more comp<!--ct th<!--n the previous one, however it blocks sight. Gre<!--t for building elev<!--tors in sh<!--fts. Note: As of 1.2.5﻿ upd<!--te you need to set the pistons to 3 inste<!--d of 2. <!-- first is still to be set on 4.

Piston Two-W<!--y Elev<!--tors
Two-w<!--y elev<!--tors c<!--n be built, but they <!--re slower <!--nd much more complex th<!--n the previous ones. <!--y <!--lso require <!-- lot more sp<!--ce <!--nd resources. <!-- below is <!-- slightly modified design by CxoLethe.

<!-- two-w<!--y elev<!--tor c<!--n be built the following w<!--y:

<!-- engine shown below of this text uses wool between the pistons <!--nd the fence g<!--tes/tr<!--pdoors. However, inste<!--d of wool <!--ny other block c<!--n be put there, <!--s long <!--s pistons c<!--n push it.

<!-- schem<!--tics for the wiring <!--ssuming th<!--t you know how to m<!--ke <!-- 1 tick long impulse. A 1 tick long impulse c<!--n be obt<!--ined using <!-- pulse limiter. In both of the schem<!--tics, empty squ<!--res represent <!--ir blocks, <!--nd repe<!--ters <!--ll h<!--ve the minimum del<!--y possible.

A screenshot of <!--n implement<!--tion of this design:

Also, <!-- l<!--rger two-w<!--y elev<!--tor:

L<!--uncher P<!--ds
A l<!--unchp<!--d is simil<!--r in design to <!-- TNT c<!--nnon, but inste<!--d of l<!--unching horizont<!--lly, it l<!--unches vertic<!--lly either str<!--ight up or <!--t <!--n <!--ngle, depending on the design. <!--re <!--re m<!--ny w<!--ys to cre<!--te them, but some methods <!--re more efficient th<!--n others. For inst<!--nce, <!-- simple design would be the cross p<!--ttern, <!--s shown below.

This is wh<!--t it would look like from <!--bove:

S S @~%~@ S%S %%&%% S%S @~%~@  S S


 * ~ = W File:R <!-- d<!--rk blocks on the l<!--st two on the right represent dispensers, f<!--cing the center. If you w<!--nt this to be reus<!--ble, pl<!--ce <!-- w<!--ter source between them. A pressure pl<!--te del<!--y is enough for e<!--ch dispenser to shoot twice. An inter<!--ctive version is here:

Redstone Torch
~ is redstone wire o is redstone repe<!--ter

~O

After you build it put <!-- torch down then t<!--ke it w<!--y. You will h<!--ve <!--n everl<!--sting redstone torch, despite <!-- simple torch or even <!-- lever being che<!--per, sm<!--ller, <!--nd e<!--sier to use.

Piston-Redstone Block Engine Prototype
This is <!-- w<!--y to m<!--ke <!--n <!--utom<!--tic piston. Possible schem<!--tic: ..r# ddsd d.pd dddd .=Nothing, r=Redstone block, d=Redstone dust, s=Sticky piston, p=Pressure pl<!--te, #=Remov<!--ble redstone dust <!-- pressure pl<!--te is to reset <!--nd to single-step it. To shut it off, remove the remov<!--ble redstone dust.

D<!--yforever tower: This circuit requires <!-- comm<!--nd block. Build <!-- 3x3 vertic<!--l hollow tube high enough so th<!--t when <!-- vill<!--ger f<!--lls it will die..<!--t the bottom of the sh<!--fts interior,dig 2 blocks down.then pl<!--ce <!-- comm<!--nd block <!--t the bottom of the hole. Enter the comm<!--nd /time set 0 pl<!--ce <!-- block on top of the comm<!--nd block. <!--n pl<!--ce <!-- pressure pl<!--te (stone or wood).th<!--n <!--t the top cover the tube.then build <!-- room b<!--rely big enough to fit <!-- vill<!--ger in it,on top of the tube but the roof is <!-- dispenser. Put 9 full st<!--cks vill<!--ger sp<!--wn eggs in the dispenser. And then put <!-- d<!--ylight sensor on top of the dispenser.then rig <!-- piston <!--nd d<!--ylight sensor on the room like this: R=Room floor. P=piston. D=d<!--ylight sensor. B= block

bbb brbpd bbb

<!--n your Done. It should work like this <!-- d<!--ylight will trigger the dispenser sp<!--wning <!-- vill<!--ger.<!--t night the piston(powered by the d<!--ylight sensor.) Will retr<!--ct the floor bene<!--th the vill<!--ger <!--nd it will f<!--ll, hit the pressure pl<!--te,setting the time to d<!--y, <!--nd die. <!--n the floor will close <!--nd <!--nother vill<!--ger will sp<!--wn <!--nd the cycle will repe<!--t.

Building Protection Sensors
<!-- following <!--re circuits designed to prevent ch<!--nges to your structures without the use of Admin Powers.

W<!--ll Protections
<!--re <!--re multiple w<!--ys of protecting <!-- w<!--ll. Firstly being the e<!--siest which is to protect the bottom of <!-- two high w<!--ll, pl<!--yers going through it would bre<!--k both <!--nd ergo the bottom <!--s well, this trips the circuit giving you <!-- positive redstone circuit.



(X) st<!--nds for <!-- floor / w<!--ll of <!--ny m<!--teri<!--l th<!--t redstone c<!--n be pl<!--ced on. (-) st<!--nds for redstone. Below is <!-- 2D cut of <!-- piece of the w<!--ll. <!-- principle of it is th<!--t when the lower block is broken the circuit is then connected.

XXXX XXXX X X-- X-XX XXXX

Door Protection
Iron doors <!--re good <!--nd strong, however their <!--bility to be broken is their m<!--jor problem. One of the best w<!--ys of <!--voiding this is <!--s follows.

To <!--void the problem with <!-- torch being pl<!--ced to open the door e<!--sily pl<!--ce <!--n iron door in <!-- position so th<!--t its ON st<!--te blocks the entr<!--nce, then by powering it from bene<!--th, you c<!--n stop it from being opened.

To then <!--void someone bre<!--king the door, pl<!--ce <!-- block of W<!--ter <!--bove it, then <!--nother torch <!-- block <!--w<!--y behind the door. When the door is broken, the W<!--ter f<!--lls down <!--nd bre<!--ks the torch, giving you <!-- neg<!--tive which c<!--n be used.

X st<!--nds for ground. w st<!--nds for W<!--ter. I st<!--nds for torch. - st<!--nds for wire

XwXXXXX | | I--- XXXXXXX

Also, inste<!--d of W<!--ter, try L<!--v<!--.

However, due to the slowness of L<!--v<!-- (<!--nd W<!--ter), it m<!--y be benefici<!--l to m<!--ke <!-- S<!--nd or Gr<!--vel block drop, dislodging <!-- piece of wiring or <!-- torch, or h<!--ving <!--nother iron door behind the tr<!--pped door th<!--t will slow them further. <!-- possibilities <!--re endless.

Liquid redirection technology
Redstone circuits c<!--n be used to redirect the flow of L<!--v<!-- or W<!--ter in the following m<!--nner:

<!--se systems c<!--n be useful in m<!--ny complic<!--ted mech<!--nisms, or simply for <!--esthetic v<!--lue.

Light Sensor
(<!--se <!--re useless in 1.5 bec<!--use of the <!--ddition of the D<!--ylight Sensor, which performs the s<!--me function in <!-- one block sp<!--ce) With the improvement of vill<!--ger AI in the most recent sn<!--pshots (post-1.1), comp<!--ct, sensitive, <!--nd resett<!--ble d<!--y/night detectors c<!--n be cre<!--ted by utilizing their differing d<!--y/night p<!--thfinding systems. (Note: This does not work in minecr<!--ft 1.2.4, due to the fixing of the bug th<!--t c<!--used NPCs to be confused on not-full blocks)

This is <!-- video showing how the sm<!--llest version is built <!--nd used.

A one-time use light sensor c<!--n be cre<!--ted using flowers <!--nd mushrooms, det<!--iled in http://www.minecr<!--ftforum.net/viewtopic.php?f=1020&t=165642.

Block Upd<!--tes
See Tutori<!--ls/Block upd<!--te detector.

Comp<!--ct block sw<!--pper
This is <!-- quick video tutori<!--l on how to m<!--ke <!-- comp<!--ct block sw<!--pper.

Vertic<!--l switch
A vertic<!--l switch c<!--n be m<!--de using pistons <!--nd s<!--nd blocks. <!-- uses <!--re limited by the tower of s<!--nd pl<!--ced in front of the piston. When the piston is <!--ctiv<!--ted, the s<!--nd gets pushed into <!-- hole. At the bottom of the hole, pl<!--ce <!-- powered repe<!--ter with the output f<!--cing where the s<!--nd will drop. By <!--dding <!-- second repe<!--ter two blocks in line from the first one, you will h<!--ve <!-- broken circuit which is <!--ctiv<!--ted by the s<!--nd block when it l<!--nds.

Addition<!--l pistons c<!--n be used to push the s<!--nd <!--w<!--y <!--t the bottom to reset the mech<!--nism. By <!--dding <!-- Torch where the S<!--nd f<!--lls when the mech<!--nism is reset, you do not need to remove the blocks m<!--nu<!--lly. <!--re is still no w<!--y to gener<!--te S<!--nd dyn<!--mic<!--lly, so you <!--re dependent on the tower of s<!--nd <!--t the top. This tower c<!--n be <!--s high <!--s you w<!--nt, up to the build ceiling. <!-- number of s<!--nd blocks <!--v<!--il<!--ble could be incre<!--sed by h<!--ving <!-- second s<!--nd tower supplied by <!--nother piston when the first tower is empty.

Side view: S  S   S  |SPB x|x x|x x|x x|x <|<T
 * = Air, S=S<!--nd/Gr<!--vel, P= Piston, B=Button or other input, x=<!--ny block, <=Repe<!--ter, T= Redstone Torch.

Top- (left) <!--nd Front view (right) (only reset mech<!--nism <!--t bottom with s<!--nd block): B P         BPS|x <S<T       xx|x |         xx|x xx|x xTx

Redstoning with Comm<!--nd Blocks <!--nd Scorebo<!--rds
Here is <!-- tutori<!--l on how to use scorebo<!--rds <!--nd testfor comm<!--nds to run redstone devices.

Pressure Pl<!--te Tr<!--p
M<!--ke <!-- 20 x 20 x 4. Put <!-- l<!--yer of W<!--ter on the bottom. Put TNT on top of the W<!--ter, except for one p<!--thw<!--y which you c<!--n get <!--cross with <!--ny block un<!--ffected by gr<!--vity. Put Pressure Pl<!--tes on top of them.

B<!--nk System
This is <!--n upd<!--ted, better, exp<!--nd<!--ble b<!--nk system. This video <!--lso h<!--s <!--n older b<!--nk system showing how to m<!--ke one without using powered r<!--ils (broken link).

This is <!-- simple b<!--nk system using powered r<!--ils, which should be helpful for Minecr<!--fters less experienced with redstone.

Gu<!--r<!--nteed De<!--th L<!--ndmine
This form of l<!--ndmine c<!--uses mobs to f<!--ll through <!-- wide S<!--nd pit being supported by TNT. the mobs will then f<!--ll into the pit <!--nd will be killed by the TNT. NOTE: This is NOT gu<!--r<!--nteed to kill spiders, <!--s they c<!--n climb out of the pit. Simult<!--neously deton<!--ted TNT c<!--n kill <!-- full-he<!--lth pl<!--yer in di<!--mond <!--rmor.

First, dig <!-- 3x3x3 hole in the ground.Put <!-- l<!--yer of torches on the bottom, then <!-- l<!--yer of TNT, then <!-- l<!--yer of either s<!--nd or Gr<!--vel. Now, put Pressure Pl<!--tes on top of the pit.To confuse pl<!--yers, put Pressure Pl<!--tes <!--round <!-- l<!--rge <!--re<!--.It should look like this: 1=Torch 2=TNT 3=S<!--nd/Gr<!--vel 4=Pressure Pl<!--te 5=Obsidi<!--n(Option<!--l,to keep pl<!--yers from bre<!--king the w<!--ll to get out.) 6=Any block

444 63336 52225 51115

NOTE: This is better to use on <!-- be<!--ch or in <!-- desert, bec<!--use it is full of S<!--nd

High speed item tr<!--nsport<!--tion & m<!--king items tr<!--vel upw<!--rds
Since pistons c<!--me out, upw<!--rds item tr<!--nsport<!--tion bec<!--me possible, <!--nd combining this with ice m<!--kes <!-- high-speed item tr<!--nsport<!--tion m<!--chine. Ice under W<!--ter stre<!--ms m<!--kes the items go <!-- lot f<!--ster, so if you <!--re living in <!-- tundr<!-- biome, you get <!-- big speed boost. If you <!--ren't living in <!-- tundr<!-- biome, it is still possible for you to m This works with <!--ny mob th<!--t you c<!--n pl<!--ce <!-- le<!--d on.

Simply pl<!--ce <!-- le<!--d on <!-- mob <!--nd <!--tt<!--ch it to <!-- High-up Fence post, the mob will d<!--ngle <!--nd bounce on the le<!--d. If you pl<!--ce the fence post too close to the ground the mob will die from f<!--ll d<!--m<!--ge. Even if you don't, if the mob bounces, it will die when it touches <!-- solid block unless it l<!--nds in w<!--ter.



Christm<!--s Lights
To do this, you will need:

x <!--mount of Redstone Repe<!--ters x <!--mount of Redstone 1 Block of Redstone 1 Redstone Torch

A di<!--gr<!--m is shown to do this.

8= Redstone Repe<!--ter o= Redstone dust B= Block of Redstone x= Redstone Torch o o 8  o 8  o  8  o  o  o                     o  8                     8 o                    o  8                     8 o                    o  8                     8 o                    o  o o 8 o 8 o 8 o 8 o 8 o x B

Note th<!--t you c<!--n use <!--ny <!--mount of redstone repe<!--ters <!--nd dust, <!--nd you c<!--n pl<!--ce the block <!--nd the torch <!--nywhere. But, for this to work, you need to bre<!--k the torch quickly, since when the current went b<!--ck to the first repe<!--ter, it will stop tr<!--nsmitting power. Also, <!--ll repe<!--ters should be on the highest del<!--y.

High speed elev<!--tor
B<!--re in mind th<!--t this design is broken <!--s of Minecr<!--ft 1.3

If you use <!-- sticky piston to push <!-- st<!--ir tow<!--rds you <!--nd you h<!--ve no where to go,you will go up the st<!--ir <!--t <!-- very f<!--st speed. So you c<!--n use this <!--s <!--n elev<!--tor. First,Build two high w<!--lls(keep one meter in the middle) to keep you from f<!--lling out of the elev<!--tor.Like this: <!--=Air g=w<!--ll

gggggg <!--<!--<!--<!--<!--<!-- gggggg

Next,put sticky pistons on every floor like this:

s=sticky pistons

gggggg s<!--<!--<!--<!--s gggggg

After th<!--t,put st<!--irs like this:

t=st<!--irs

gggggg st<!--<!--ts gggggg

When you h<!--ve done this,put stones <!--nd redstone <!--bove the stone <!--round the elev<!--tor:

l=leveler o=stone r=redstone

l<!--yer 1: orrrrrrr lggggggr rst<!--<!--tsr rgggggg rrrrrrro l<!--yer 2: r rgggggg rst<!--<!--tsr ggggggr r

Until every piston will be ch<!--rged if the redstone is ch<!--rged. Note:the leveler on l<!--yer 1 is connected with the red stone line on the other side. Fin<!--lly,dig <!-- door on the 1st <!--nd 2nd l<!--yer <!--nd put <!-- piston on the edge of the top of the elev<!--tor connected with redstone.

See <!--lso

 * Redstone circuits
 * Tr<!--ps

C<!--tegory:G<!--mepl<!--y C<!--tegory:Mech<!--nics C<!--tegory:Guides m

Anleitungen/Mech<!--nismen Tutoriels/Méc<!--nismes 教程/机械