Lever

A lever is a non-solid block that can provide switchable redstone power.

Natural generation
Three levers are generated naturally in each jungle temple. They also generate in woodland mansions.

Breaking
Levers can be mined using any tool, or without a tool.

A lever is also removed and drops itself as an item if:
 * its attachment block is moved, removed, or destroyed
 * water or lava flows into its space, $$
 * a piston tries to push it or moves a block into its space

Usage


A lever can be used as a player-switchable redstone power source.

Placement
A lever can be attached to the top, side, or bottom of any full solid opaque block (stone, dirt, blocks of gold, etc.), or to the top of an upside-down slab or upside-down stairs (but not to the bottom of a right-side-up slab or stairs). When placed on the top or bottom of a block, the lever orients itself in-line with the placing player.

$$, it can additionally be placed on the top of a fence, stone wall or hopper, and can be placed underwater.

When placed on the side of blocks, down is on and up is off. On the top or bottom of blocks, off is north or west, on is south or east.

Activation
To activate or deactivate a lever, use the "Use Item/Place Block" control (right-click, by default). A lever can be turned on and off as fast as it can be clicked.

Mobs cannot turn a lever on or off.

Behavior
While active, a lever:
 * powers any adjacent redstone dust (including beneath the lever) to power level 15
 * powers any adjacent redstone comparator or redstone repeater facing away from the lever to power level 15
 * strongly powers its attachment block to power level 15 (only if the attachment block is a full solid opaque block)
 * activates any adjacent mechanism components, including above or below, such as pistons, redstone lamps, etc.
 * emits redstone particles to indicate that it is active ($$).

ID




Metadata
$$, a lever's block data stores its orientation, and whether it is active:

History
For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history