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Un circuito de redstone (Redstone Circuit en inglés) es una estructura que activa o controla mecanismos.

Los circuitos están diseñados para actuar en respuesta a la activación del jugador o para funcionar de forma autónoma, ya sea en un bucle o en respuesta a actividades ajenas al jugador, como el movimiento de una criatura, la caída de elementos, el crecimiento de plantas, etc. Las máquinas controladas por circuitos de redstone van desde dispositivos simples como puertas automáticas e interruptores de luz para dispositivos complejos como ascensores, granjas automáticas o incluso máquinas en el juego. Comprender cómo construir y usar circuitos redstone y los mecanismos que pueden controlar aumenta enormemente el alcance de lo que es posible en Minecraft.

El tema de las estructuras de redstone es muy amplio debido a la gran variedad de circuitos de redstone que se pueden crear; este artículo proporciona solo una descripción general de algunos de los diferentes tipos de circuitos redstone que se pueden construir. Sin embargo, todos los circuitos enumerados en esta página también tienen sus propias páginas, que detallan mucho más sobre ellos.

== Fundamentos de la Redstone ==

Antes de describir los bloques que se utilizan para construir circuitos de redstone, los tipos de circuitos que se pueden construir o cómo construirlos y comprenderlos, es necesario entender algunos conceptos básicos.

Componentes de redstone[]

Artículo principal: Componentes de redstone

Un componente de redstone es un bloque que realiza una función en un circuito.

Energía[]

Los componentes y bloques de redstone pueden estar activados o no. Algunos bloques muestran visiblemente su estado de energía (por ejemplo, el polvo de redstone se ilumina y una lámpara de redstone ilumina sus alrededores), pero otros bloques no dan una indicación visual de su estado de energía que no sea su efecto en otros componentes de redstone.

Un bloque sólido (por ejemplo piedra, arenisca, etc.) alimentado por un componente de energía, se energiza (concepto diferente del nivel de potencia) y puede alimentar polvo de redstone adyacente (incluido el polvo en la parte superior del bloque o el polvo debajo de él) y/u otros componentes.

Los bloque sólidos pueden poseer energía "fuerte", es decir, que pueden activar polvo de redstone y otros componentes adyacentes, o energía "débil o suave", es decir, que solo pueden activar componentes de redstone adyacentes, mas no polvo de redstone. La energía fuerte se aplica cuando son energizados por un repetidor o un comparador, mientras que la débil se aplica si son energizados por polvo de redstone. Además, ningún bloque sólido puede alimentar directamente a otro bloque sólido; debe haber polvo de redstone u otro dispositivo en medio.

Un bloque transparente no puede ser alimentado por nada. La potencia "fuerte" / "dura" frente a "débil" / "blanda" se aplica solo a los bloques opacos, no al polvo u otros componentes de redstone.

Intensidad de señal[]

La "intensidad de la señal" puede variar de 0 a 15. La mayoría de los componentes de potencia proporcionan un nivel de potencia de 15, pero algunos proporcionan una cantidad variable de potencia. Estos incluyen sensores de luz y comparadores de redstone que miden el contenido de un recipiente o de un pastel.

El polvo de redstone transmite energía al polvo y a los bloques de redstone adyacentes, pero su fuerza disminuye en 1 por cada bloque que viaja. El polvo de redstone puede transmitir energía hasta 15 bloques antes de necesitar ser mantenido con un comparador o reforzado con un repetidor. El nivel de potencia solo se desvanece con la transmisión de polvo a polvo, no entre el polvo y un dispositivo o bloque.

El nivel de potencia también se puede ajustar directamente con un comparador en modo de sustracción.

Actualización de bloque[]

Error de Lua en Módulo:Sprite en la línea 54: attempt to concatenate a nil value.

Cuando ocurre un cambio en algún lugar de un circuito de redstone, puede producir otros cambios en los bloques circundantes en lo que se denomina actualización de bloque. Cada uno de estos cambios puede producir otros cambios en los bloques circundantes. La actualización se propagará siguiendo las reglas del circuito de redstone dentro de los chunks cargados, generalmente muy rápidamente (las actualizaciones de bloque no se propagarán en los chunks descargados). Nota: en Bedrock Edition, las actualizaciones de bloque y redstone no están conectadas.

Una actualización de bloque simplemente notifica a otros componentes y bloques de redstone que se ha producido un cambio cercano y les permite cambiar su propio estado en respuesta, pero no todas las actualizaciones necesariamente requerirán cambios. Por ejemplo, si una antorcha de redstone se activa y actualiza el polvo debajo de ella, es posible que el polvo ya esté alimentado por otra cosa, en cuyo caso el polvo no cambiará de estado y la propagación de la actualización se detendrá allí.

Las actualizaciones de bloques también se pueden generar al colocar, mover o destruir cualquier bloque vecino inmediato.

Los bloques sólidos no "saben" si están alimentados o no. Las actualizaciones de bloques simplemente actualizan suficientes bloques alrededor de un componente de redstone para actualizar otros componentes de redstone alrededor del bloque sólido (por ejemplo, una placa de presión actualiza sus vecinos y los vecinos del bloque al que está unida, lo que incluye el espacio debajo de ese bloque que podría ser polvo de redstone).

Además de las actualizaciones de bloques, los comparadores de redstone se pueden actualizar mediante contenedores (incluidos los rieles detectores con vagonetas de contenedores en ellos) y algunos otros bloques, hasta dos bloques de distancia horizontalmente cuando cambia su estado (por ejemplo, cuando cambia su inventario). Esto se conoce como actualización del comparador.

Los siguientes componentes de redstone producen actualizaciones de bloques hasta dos bloques de distancia por distancia de taxi, incluyendo arriba y abajo:

Error de Lua en Módulo:Sprite en la línea 54: attempt to concatenate a nil value. Los siguientes componentes de redstone producen actualizaciones de bloque en sus vecinos inmediatos, incluidos arriba y abajo, y en los vecinos inmediatos del bloque al que están conectados:

Error de Lua en Módulo:Sprite en la línea 54: attempt to concatenate a nil value. Los siguientes componentes de redstone actualizan solo a sus vecinos inmediatos cuando cambian su estado, incluidos arriba y abajo:

Esta es una puerta XOR.

  • Hilo (también puede activar ganchos de cuerda en un circuito de cuerda válido)

Los siguientes componentes de redstone no producen actualizaciones de bloque cuando cambian su estado (aunque cualquier bloque producirá una actualización de bloque en sus vecinos inmediatos si se mueven o destruyen):

Tick de Redstone[]

Un tick de redstone es una unidad de medida que es igual a dos ticks del juego, 0.1 segundos. La mayoría de los componentes de redstone toman un múltiplo de una marca de redstone para cambiar de estado. Las antorchas Redstone, los repetidores Redstone y los componentes del mecanismo requieren uno o más tics para cambiar de estado, por lo que pueden ser necesarios varios tics para que una señal se propague a través de un circuito complicado..

Los ticks de Redstone difieren de " ticks del juego" (20 por segundo) y " ticks del bloque" (actualizaciones de bloque que ocurren en cada tick del juego). Cuando se habla de circuitos de redstone, un "tick" es siempre un tick de redstone, a menos que se especifique lo contrario.

Señales y pulsos[]

Se dice que los circuitos con una salida estable producen una 'señal' - una señal ON (también "alta" o "1") si están alimentados, o una señal OFF ("baja", "0") si no están alimentados. Cuando una señal cambia de apagado a encendido y luego regresa nuevamente, eso se describe como un 'pulso' (o pulso ON), mientras que lo contrario se describe como un pulso OFF. Los pulsos de encendido son mucho más comunes y, en una discusión informal, "una señal" a menudo se refiere a un pulso de encendido.

Los pulsos muy cortos (1 o 2 tiks) pueden causar problemas a algunos componentes o circuitos porque tienen diferentes secuencias de actualización para cambiar de estado. Por ejemplo, una antorcha de redstone o un comparador no responderá a un pulso de 1 tick hecho por repetidores.

Activación[]

Activación de componentes de mecanismo: los componentes de mecanismo se pueden activar mediante componentes de energía (por ejemplo, antorchas de redstone), bloques energizados, polvo de redstone, repetidores y comparadores (no se muestra en la imagen), pero solo si están configurados correctamente.

Los componentes de mecanismo (pistones, puertas, lámparas de redstone, etc.) pueden activarse, lo que hace que el componente del mecanismo haga algo (empujar un bloque, abrir la puerta, encenderse, etc.).

Todos los componentes se activan mediante:

  • un componente de energía activa adyacente, incluyendo arriba o abajo.
Excepciones: una antorcha de redstone no activará un componente de un mecanismo al que está conectada, y un pistón no se activa mediante un componente de potencia directamente en frente de él.
  • un bloque sólido de potencia adyacente (ya sea de potencia fuerte o de potencia suave), incluso arriba o abajo.
  • un comparador que esté alimentado o un repetidor frente al componente del mecanismo.
  • polvo de redstone accionado configurado para apuntar al componente del mecanismo (o encima de él, para componentes mecánicos que pueden soportar polvo de redstone, pero no debajo de él), o polvo de redstone adyacente "sin dirección"; un componente del mecanismo no se activa por el polvo de piedra roja adyacente que no está configurado para apuntar hacia él.

Activación por cuasi-conectividad:Los pistones también pueden ser activados por cualquier cosa que active el espacio sobre ellos. Tenga en cuenta que el pistón en el extremo izquierdo no se activa por cuasi-conectividad porque el polvo de piedra roja pasa por el bloque sobre el pistón, en lugar de directamente hacia él, y por lo tanto no alimentaría un mecanismo allí.

Algunos componentes de mecanismo solo realizan una acción cuando se activan inicialmente (los bloques de comando ejecutan un comando, los soltadores y los dispensadores expulsan un elemento, los bloques de notas reproducen un sonido) y no volverán a hacer nada hasta que se desactiven y luego se activen nuevamente, mientras que otros componentes del mecanismo cambian su estado cuando se activa y no vuelve a cambiar hasta que finaliza la activación (las lámparas de redstone permanecen encendidas, las puertas / vallas / trampillas permanecen abiertas, las tolvas permanecen desactivadas, los pistones permanecen extendidos, etc.)

Algunos componentes de mecanismo tienen formas adicionales de activarse:

  • Pistones, dispensadores y soltadores también se pueden activar si uno de los métodos anteriores activa un componente del mecanismo en el bloque sobre el componente, incluso si no hay ningún componente del mecanismo allí (incluso si el bloque sobre el componente es de aire o un bloque transparente). Esta regla a menudo se simplifica para decir que los componentes pueden ser alimentados por bloques diagonalmente arriba o dos bloques arriba, pero existen otros métodos de activación (véase la imagen a la derecha). Este método de activación se conoce como cuasi-conectividad porque la activación del componente del mecanismo está de alguna manera conectada con el espacio sobre él.
  • Las puertas ocupan dos espacios, uno encima del otro, y la activación de uno de los dos espacios también activará el otro.

Alimentado Vs Activado[]

Encendido vs. activado: La lámpara superior está tanto activada (la lámpara está encendida) como encendida (puede alimentar el repetidor adyacente), mientras que la lámpara inferior está activada pero no encendida.

Para componentes de mecanismos opacos (bloques de comandos, dispensadores, droppers, bloques de notas y lámparas de redstone), es importante distinguir entre el componente del mecanismo que se activa y el que tiene energía (motivo por el cual los componentes de mecanismos se activan en lugar de simplemente decirse que tienen energía).

  • Un componente del mecanismo tendrá energía si puede dar energía a polvos, repetidores o comparadores de redstone adyacentes.
  • Un componente del mecanismo estará activado si está haciendo alguna acción (o ha realizado alguna acción y está esperando a realizarla de nuevo).

Any method of powering a mechanism component (such as a redstone torch underneath it) will also activate it, but some activation methods (such as a redstone torch next to or above a mechanism component) won't actually power the component (following the usual rules for power components).

Non-opaque mechanism components (doors, fence gates, hoppers, pistons, rails, trapdoors) can be activated (they can do things), but cannot be powered (i.e. they can not then power adjacent redstone dust, etc.).

Circuito vs. mecanismo[]

Estos términos suelen usarse indistintamente para describir estructuras que contienen componentes de redstone, pero existe una pequeña distinción entre ambas:

  • Un circuito realiza operaciones en base a señales (generación, modificación, combinación...).
  • Un mecanismo manipula el medio ambiente (mueve bloques, abre puertas, cambia el nivel de luz, produce sonidos...).

All mechanisms will necessarily incorporate redstone components or circuits, but a circuit by itself doesn't have to affect the environment (except possibly incidentally, such as a redstone torch changing its light level when changing its power state, or a piston moving a block to fulfill a role within the circuit). Making this distinction allows us to talk about circuits without having to define a specific in-game purpose for them, allowing players to find their own reasons to use them.

This article and the other articles on redstone circuits discuss only circuits that operate on signals. For articles about mechanisms, see the list of tutorials at the end of the article.

Tamaño[]

The wiki describes circuit size (the volume of the rectangular solid it occupies) with the notation of shorter width × longer width × height, including support/floor blocks, but not including inputs/outputs.

Another method used for describing circuit size in the Minecraft community is to ignore non-redstone blocks simply used for support (for example, blocks under redstone dust or repeaters). However, this method is unable to distinguish between flat and 1-high circuits, as well as some other circuit differences.

Sometimes it is convenient to compare circuits simply by the area of their footprint (e.g., 3×4 for a circuit three-block wide by four blocks long), or by a single dimension important in a particular context (e.g., length in a sequence of sub-circuits, height in a confined space, etc.).

Features[]

Several features may be considered desirable design goals:

1-high
A structure is 1-high (aka "1-tall") if its vertical dimension is one block high (meaning it cannot have any redstone components that require support blocks below them, such as redstone dust or repeaters). Also see flat.
1-wide
A structure is 1-wide if at least one of its horizontal dimensions is exactly one block wide.
Flat
A structure is flat if it generally can be laid out on the ground with no components above another (support blocks under redstone components are okay). Flat structures are often easier for beginners to understand and build, and fit nicely under floors or on top of roofs. Also see 1-high.
Flush
A structure is flush if it doesn't extend beyond a flat wall, floor, or ceiling and can still provide utility to the other side, though redstone mechanisms may be visible in the wall. Flush is a desirable design goal for piston-extenders, piston doors, etc. Also see hipster and seamless.
Hipster
A structure is hipster if it is initially hidden behind a flat wall, floor, or ceiling and can still provide utility to the other side. See also flush and seamless.
Instant
A structure is instant if its output responds immediately to its input (a circuit delay of 0 ticks).
Seamless
A structure is seamless if no redstone components are visible both before and after it completes its task (but it's okay if some are visible during operation). Seamless is a desirable design goal for piston-extenders, piston doors, etc. See also flush and hipster.
Silent
A structure is silent if it makes no noise (such as from piston movement, dispenser/dropper triggering when empty, etc.). Silent structures are desirable for traps or peaceful homes.
Stackable
A structure is stackable if it can be placed directly next to other copies of itself, and they all can be controlled as a single unit. Also see tileable.
Tileable
A structure is tileable if it can be placed directly next to other copies of itself, and each copy can still be controlled independently. Also see stackable.
Structures might be described as "2-wide tileable" (tileable every two spaces in one dimension), or "2×4 tileable" (tileable in two directions), etc. Some structures might be described as "alternating tileable", meaning they can be placed next to each other if every other one is flipped or a slightly different design.

Other design goals may include reducing the delay a sub-circuit adds to a larger circuit, reducing the use of resource-expensive components (redstone, nether quartz, etc.), and re-arranging or redesigning a circuit to make it as small as possible.

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

Circuit types[]

Although the number of ways to construct circuits is endless, certain patterns of construction occur over and over again. The following sections attempt to categorize the circuits that have proven useful to the Minecraft community, while the main articles describe the specific circuits that fall into those categories.

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

Transmission circuit[]

Artículo principal: Transmission circuit

Some aspects of signal transmission can be helpful to understand: transmission types, vertical transmission, repeaters, and diodes.

Vertical transmission

Transmitting signals upwards

Transmitting signals downwards

Examples of two-way vertical ladders en Bedrock Edition

Although horizontal signal transmission is pretty straight-forward, vertical transmission involves options and trade-offs.
  • Redstone staircases: The simplest way to transmit signals vertically is by placing redstone dust on blocks diagonally upwards, either in a straight staircase of blocks, in a 2×2 spiral of blocks, or another similar variation. Redstone staircases can transmit signals both upwards and downwards but can take up a lot of space and will require repeaters every 15 blocks.
  • Redstone ladders: Because glowstone, upside-down slabs, glass and upside-down stairs can support redstone dust but don't cut redstone dust, signals can be transmitted vertically (upwards only) by alternating these blocks in a 2×1 "ladder". Redstone ladders take up less space than redstone staircases but also require repeaters every 15 blocks. En Bedrock Edition, hoppers and glass can be used to create two-way vertical ladders that transmit signals both upwards and downwards.
  • Torch towers and torch ladders: A redstone torch can power a block above it, or redstone dust beneath it, allowing vertical transmission both upwards or downwards (different designs are required for each). Because it takes each torch a little time to change state, a torch tower can introduce some delay into a circuit, but no repeaters are necessary. However, every torch inverts the redstone signal (i.e. changes it from powered to unpowered), so having an even number of torches is required.
  • Observer towers: An observer can power a block of a redstone circuit above or below it, allowing vertical transmission both upwards and downwards. Placing blocks that can be activated, such as redstone dust, noteblocks, or doors, both above and below it creates a state change when the observer is looking downwards or downwards when the observer is looking upwards. Repeating this pattern means that updates will be chained.
  • Daylight detector exploiting: You can use daylight detectors to send a Redstone signal downwards in 1 tick, but the path needs to be unobstructed by anything. You need to have a piston push a block over the sensor. It will detect the change in light and emit a Redstone pulse. This design is extendable upwards as far as you want, but you need to have the original hole open to sunlight. It also only works during the day, because it uses shadows to activate.
Repeater
To "repeat" a signal means to boost it back up to full strength. The easiest way to do this is with a redstone repeater. Variations include:
  • Instant repeater: Repeats a solid signal without the delay introduced by a redstone repeater.
  • Two-way repeater: Repeats a signal in both directions.
Diode
A "diode" is a one-way circuit that allows a signal to travel only in one direction. It is used to protect another circuit from the chance of a signal trying to enter through the output, which could incorrectly change the circuit's state or interfere with its timing. It is also used in a compact circuit to keep one part of the circuit from interfering with another. Common choices for a diode include a redstone repeater or a height elevation to glowstone or an upside-down slab which won't transmit a signal back downwards.
Many circuits are already one-way simply because their output comes from a block that can't take input. For example, a signal cannot be pushed back into a circuit through a redstone torch except through the block it's attached to.

Logic circuit[]

Artículo principal: Logic circuit

It's sometimes necessary to check signals against each other and only output a signal when the inputs meet some criteria. A circuit that performs this function is known as a logic gate (a "gate" that only allows signals through if the "logic" is satisfied).

Logic Gate Outputs
Shows the output (red) of each gate, for each combination of inputs A and B (green).
A ON ON off off Question Answered
B ON off ON off
NOT A off off ON ON Is A off?
A OR B ON ON ON off Is either input on?
A NOR B off off off ON Are both inputs off?
A AND B ON off off off Are both inputs on?
A NAND B off ON ON ON Is either input off?
A XOR B off ON ON off Are the inputs different?
A XNOR B ON off off ON Are the inputs the same?
A IMPLIES B ON off ON ON If A is on, is B also on?
NOT gate
A NOT gate (aka "inverter") is on if its input is off.
OR gate
An OR gate is on if any of its inputs are on.
NOR gate
A NOR gate is on only if none of its inputs are on.
AND gate
An AND gate is on only if all of its inputs are on.
NAND gate
A NAND gate is on if any of its inputs are off.
XOR gate
An XOR gate is on if its inputs are different.
XNOR gate
An XNOR gate is on if its inputs are equal.
IMPLY gate
An IMPLY gate is on unless the first input is on and the second input is off.

Pulse circuit[]

Artículo principal: Pulse circuit

Some circuits require specific pulses, other circuits use pulse duration as a way to convey information. Pulse circuits manage these requirements.

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

Pulse generator
A pulse generator produces a pulse of a specific duration.
Pulse limiter
A pulse limiter (aka pulse shortener) reduces the duration of pulses that are too long.
Pulse extender
A pulse extender (aka pulse sustainer, pulse lengthener) increases the duration of pulses that are too short.
Pulse multiplier
A pulse multiplier outputs multiple pulses for every input pulse (it multiplies the number of pulses).
Pulse divider
A pulse divider (aka pulse counter) only outputs a signal after a certain number of pulses have been detected through the input (the number of pulses is indicative of the number of loops).
Edge detector
An edge detector reacts to either a signal changing from OFF to ON (a "rising edge" detector), from ON to OFF (a "falling edge" detector), or both (a "dual edge" detector).
Pulse length detector
A pulse length detector reacts only to pulses in a certain range of durations (often only to pulses of one specific duration).

Clock circuit[]

Artículo principal: Clock circuit

A clock circuit is a pulse generator that produces a loop of specific pulses repeatedly. Some are designed to run forever, while others can be stopped and started.

A simple clock with only two states of equal duration is named for the duration of its ON state (e.g., for example, a clock that alternates between a 5-tick ON state and a 5-tick OFF state is called a 5-clock) while others are usually named for their period (the time it takes for the clock to return to its original state; for example, a "1-minute clock" might produce a 1-tick pulse every 60 seconds).

Observer clock
A repeating clock made with Observers and Pistons (an Observer looking at a piston)
Repeater clock
A repeater clock consists of a loop of repeaters (usually either redstone repeaters or redstone torches) with occasional dust or blocks to draw off the appropriate pulses.
Hopper clock
A hopper clock produces timed pulses by moving items around between hoppers and drawing signals off with redstone comparators.
Piston clock
A piston clock produces a loop of pulses by passing a block back and forth (or around, with many pistons) and drawing off a pulse when the block is in a certain location.
Comparator clock
The clock of short or moderate cycle length utilizing comparator's subtraction or signal fading feature. Clocks can also be built using daylight sensors, minecarts, boats, water flow, item despawn, etc.

Memory circuit[]

Artículo principal: Memory circuit

Unlike a logic circuit whose state always reflects its current inputs, a memory circuit's output depends not on the current state of its inputs, but on the history of its inputs. This allows a memory circuit to "remember" what state it should be in, until told to remember something else. There are five basic types of memory circuits. (A few circuits combine two different types.)

RS latch
An RS latch has two inputs, one to set the output on and another to reset the output back to off. An RS latch built from NOR gates is known as an "RS NOR latch", which is the oldest and most common memory circuit in Minecraft.
T flip-flop
A T flip-flop is used to toggle a signal (like a lever). It has one input, which toggles the output between on and off.
Gated D latch
A gated D latch has a "data" input and a "clock" input. When the clock input turns on, it sets the output to equal its data input. Not to be confused with a D flip-flop, which only sets the output equal to its data input on a clock rising transition.
JK latch
A JK latch has two inputs, one to set the output on and another to reset the output back to off (like an RS latch), but when both turn on simultaneously it toggles the output between on and off (like a T flip-flop).
Counter
Unlike T flip-flops and RS latches, which can only hold two states (ON or OFF), a counter can be designed to hold a greater number of states.

Many other memory circuits are possible.

Miscellaneous circuits[]

Artículo principal: Miscellaneous circuits

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

Multiplexers and relays
A multiplexer is an advanced form of logic gate that chooses which of two inputs to let through as output based on an additional input (for example, if input A is ON then output input B, otherwise output input C). The reverse of this is a relay, which copies a data input to one of two outputs, depending on whether the additional input is ON or OFF.
Randomizers
A randomizer produces output signals unpredictably. Randomizers can be designed to produce a pulse at random intervals, or to randomize which of multiple outputs are turned ON (such as random number generators, or RNGs). Some randomizers use the random nature of Minecraft (such as cactus growth or dispenser slot selection), while others produce pseudo-randomness algorithmically.
Multi-bit circuits
Multi-bit circuits treat their input lines as a single multi-bit value (something other than zero and one) and perform an operation on them all at once. With such circuits, possibly combined with arrays of memory circuits, it's possible to build calculators, digital clocks, and even basic computers inside Minecraft.
Block update detectors
A block update detector (BUD, or BUD switch) is a circuit that reacts to a block changing its state (for example, stone being mined, water changing to ice, a pumpkin growing next to a pumpkin stem, etc.). BUDs react by producing a pulse, while T-BUDs (toggleable BUDs) react by toggling their output state. These are generally based on subtle quirks or glitches in device behavior; current circuits most often depend on pistons. As of Java Edition 1.11, many of the functions of BUDs were condensed into the observer, however, a BUD circuit can also detect other changes undetectable by observers, like a furnace finishing smelting or something being crafted in a crafting table. The addition of this was made to move toward feature parity with Bedrock Edition versions.


Véase también: Tutorials/Block update detector

Many other complex circuits are possible.


Véase también: Tutorials/Advanced redstone circuits

Building circuits[]

Planning[]

The first step in building a redstone circuit is to decide what it will do and how, in general, it will operate.

  • How and where will it be controlled?
    • Will the circuit be controlled by the player, by mob movement, or something else?
  • What mechanism components will it control?
  • What is an efficient first design?
    • Although refinement often occurs in later stages of the build, starting on a strong foot to tackle the idea will be beneficial later on. Allowing an inefficient/flawed design to manifest can hinder development.
  • How will the signal be transmitted from the controls to the mechanisms?
    • Will signals need to be combined from multiple sources?

Construction[]

It can be helpful to choose a specific set of blocks the player uses to construct circuits. Then, when the player runs into these blocks during the excavation of new rooms in the base, the player knows they are about to damage a previously-built circuit. Common choices include stone bricks, snow block, wool and concrete. (Using different colors of wool and concrete is also a great way to keep track of different circuits)

Be careful when building circuits near water or lava. Many redstone components will "pop off" (turn into items) when washed over by liquids, and lava will destroy any items it contacts.

Be careful when building circuits to activate TNT (traps, cannons, etc.). Circuits in mid-construction can sometimes briefly power up unexpectedly, which might activate TNT. For example, placing a redstone torch on a powered block, it won't "figure out" that it should be turned off until the next tick, and can briefly power another part of the circuit until then. Placing TNT after the rest of the circuit is complete will help to avoid such problems and the destruction of the device itself. This also applies to any other features of the circuit that may be accidentally activated with such actions (e.g., activating a dispenser before the circuit is ready).

Troubleshooting[]

When the circuit isn't working the way it should, take a look at it and try to find the problem. Work through the circuit and test various inputs to find where a signal is "dropped" or gained inadvertently.

  • What part of the wiring actually is not behaving as expected?. The output behaving unexpected might seem like a problem, but the actual problem resides somewhere in the wiring.
  • Trying to draw power from a softly-powered block? Maybe a redstone repeater is needed to either strongly-power the block or to pull power out of it.
  • Trying to transmit power through a non-opaque block? Replace it with an opaque block, or go around it.
  • Was a short-circuit created and a redstone torch that should be powered is now burned out? Fix the short-circuit and update the torch to get things going again.
  • Are parts of the circuit activating when they shouldn't be? Maybe accidentally "crossed wires" are allowing a signal from one part of the circuit to activate another part of the circuit, or a repeater's output is being cycled back into its input.
  • Did the circuit go off tract from its intended behavior?
  • Are pistons, dispensers, or droppers being indirectly powered?
  • Is the circuit following a tutorial from an older version of Minecraft which no longer works in the current version?

Refining[]

Once the circuit is working, consider if it can be improved (without breaking it).

  • Can the circuit be faster?
    • Reducing the number of components or distance a signal has to travel through can speed up the circuit.
  • Can the circuit be smaller?
    • Can fewer blocks be used?
    • Can the redstone dust lines be shortened?
    • Can compact logic gates be used in the circuit?
    • Are unnecessary components used?
  • Can the circuit be more robust?
    • Will the circuit still work when activated by a very short pulse?
    • Will the circuit still work when activated and deactivated rapidly in succession?
  • Did an update create the opportunity for a better circuit? (e.g., comparators, locking repeaters, observer, etc.)
  • Can the circuit be quieter?
    • Fewer sound-emitting blocks (e.g. pistons, dispensers and droppers, doors, trapdoors, fence gates, and note blocks) will make your device more stealthy around other players.
  • Can any lag be reduced? Machines with many redstone components frequently changing state can cause light, sound, particle, or update lag.
    • Redstone dust creates hundereds of block updates whenever it changes states, and the more the signal strength changes, the more block updates it will produce. Reducing the length of redstone lines will significantly decrease lag. An alternative to redstone dust lines is to use lines of rails which update observers, as rails create much less block updates than dust.
    • Hoppers and hopper minecarts especially may be trying to do several action every gametick (accept items pushed into them, push items into other containers, check for item entities above them). Powering unneeded hoppers to disable them or placing containers (such as composters or droppers) above them to disable their item entity checks can help to reduce lag.
    • Redstone torches and redstone lamps change their light level when they change state. Light changes can cause block light updates in hundreds of block tiles around each component. Concealing the component in opaque blocks or placing permanent block light sources (torches, glowstone, etc.) nearby can reduce lag from block light updates.
    • Several redstone components produce particles (redstone torches, redstone dust, but especially fireworks fired from dispensers). Too many particles may overload Minecraft's particle rendering and then some particles may fail to render until old particles have disappeared.
    • Every time a block is moved by a piston it can produce block updates in its neighbours so moving too many blocks at once can produce lag.
    • Several redstone components produce sound when activated or deactivated (pistons, dispensers and droppers, doors, trapdoors, fence gates, and note blocks). Too many sounds at once can overload Minecraft's sound engine and produce lag.

Video[]

Notes[]

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