Dropper

The dropper is a block that can be used to eject items, or push items into another container.

The dropper is not available in the Xbox 360 or PS3 editions.

Obtaining
Droppers can be crafted from cobblestone and redstone.

Usage
A dropper can be used as a container or as a redstone component.

To place a dropper, use the "Use Item/Place Block" control (right-click, by default). A dropper can be placed so that its output faces in any direction, including up or down. When placed, the dropper's output will face in the direction it was placed from.

To remove a dropper, use the "Attack/Destroy" control (left-click, by default). Removing a dropper by hand takes 17.5 seconds (or much faster with a pickaxe) and it will drop itself as an item as well as any contents.

Container
A dropper has 9 slots of inventory space.

To open the dropper GUI, use the "Use Item/Place Block" control (right-click, by default). To move items between the dropper inventory and the player inventory or hotbar while the dropper GUI is open, drag or shift-click the items. To exit the dropper GUI, use the control.

By default, the GUI of a dropper is labeled "Dropper". A dropper's GUI label can be changed by naming the dropper in an anvil before placing it, or by using the blockdata command (for example, to label a dropper at (0,64,0) "Notch's Dropper", use ).

A dropper can be "locked" by setting the dropper's  tag. If a dropper's  tag is not blank, the dropper cannot be accessed except by players holding an item with the same name as the   tag's text. A dropper's  tag can be set or unset with the blockdata command. For example, to lock a dropper at (0,64,0) with the text "Notch's Key", so that only players holding an item named "Notch's Key" can access the dropper, use.

Redstone component
A dropper can be used to eject items, or push items into another container.


 * Activation


 * A dropper can be activated by:
 * an adjacent active power component (Exceptions: a redstone torch will not turn ON a dropper it is attached to)
 * an adjacent powered opaque block (strongly-powered or weakly-powered)
 * a powered redstone repeater or redstone comparator facing the dropper
 * powered redstone dust configured to point at the dropper, or on top of it, or a directionless "dot" next to it; a dropper is not activated by adjacent powered redstone dust which is configured to point in another direction.


 * In addition to the methods above, droppers can also be activated by quasi-connectivity (aka "connectivity" or "indirect power"). A dropper will be activated if one of the methods above would activate a mechanism component in the block above the dropper, even if there is no mechanism component there (even if the block above the dropper is air or a transparent block), but only when the dropper receives a block update (including a redstone update within two blocks of the dropper).


 * A dropper will not activate if it has been less than 1 redstone tick (0.1 seconds, barring lag) since its last activation ended.


 * Behavior


 * When activated, a dropper ejects one item from its inventory. If multiple slots are occupied by items, a random occupied slot will be chosen for ejection.


 * If the dropper is facing a container, the ejected item will be transferred into the container. Otherwise, the item is ejected in the direction the dropper is facing, as if the player had used the Drop control.


 * A delay of 2 redstone ticks (0.2 seconds, barring lag) occurs between when the dropper is activated and when it ejects an item. However, the dropper doesn't decide which item to eject until the moment it ejects it, and can even eject an item that was moved into the dropper during the delay.


 * A dropper makes a clicking noise (the  sound event) when activated empty or when ejecting items into air, but is silent when it successfully transfers an item into another container.

A dropper is an opaque block, so powering it directly can cause adjacent mechanism components (including other droppers) to activate as well.

A line of droppers, each pushing items into the next dropper, is known as a dropper pipe. A dropper pipe must be clocked to move items, but can be clocked to move items faster than a hopper pipe's transfer rate. When a dropper pipe pushes items upwards, it is known as a droppervator (short for "dropper elevator").

Data values
Every dropper has the tile name, and is further defined by its tile data and tile entity.

Tile data
A dropper uses its tile data field to store its orientation and activation status:

Tile entity
Every dropper has a tile entity associated with it that holds additional data about the dropper:


 * Tile entity data
 * : X coordinate of the Tile Entity.
 * : Y coordinate of the Tile Entity.
 * : Z coordinate of the Tile Entity.
 * : Optional. The name of this dropper, which will display in its GUI where the default name ordinarily is.
 * : Optional. When not blank, prevents the dropper from being accessed unless the opener is holding an item whose name matches this string.
 * : List of items in the dropper.
 * : An item, including the slot tag. Dropper slots are numbered 0-8 with 0 in the top left corner.
 * See Item Format.
 * See Item Format.

Issues
Spender Soltador Dropper Dropper Dropper Podajnik Выбрасыватель 投掷器