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|
 
|
 
* Coordinates of all entities are slices of 16,384.
 
* Coordinates of all entities are slices of 16,384.
* The slowest method of movement in Survival without standing against a solid block ([[sneaking]] while under the effect of Slowness VI [achievable by using the [[Potion of the Turtle Master|potion of the Turtle Master II]]] and using an item on [[blue ice]] with [[cobweb]]s) becomes impossible.{{testingame}}
 
 
|-
 
|-
 
|X/Z ±1,024 (2<sup>10</sup>)
 
|X/Z ±1,024 (2<sup>10</sup>)
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* [[Redstone]] renders slightly differently.
 
* [[Redstone]] renders slightly differently.
 
* [[Torch]]es become invisible.
 
* [[Torch]]es become invisible.
* [[Button]]s placed anywhere other than the sides of blocks are distorted and such buttons are pushed all the way into the block.
+
* [[Button]]s placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
 
* [[Pressure plate]]s cover an entire block.
 
* [[Pressure plate]]s cover an entire block.
 
* [[Redstone repeater]]s and [[redstone comparator]]s render without torches.
 
* [[Redstone repeater]]s and [[redstone comparator]]s render without torches.
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* [[Turtle egg]]s are distorted.
 
* [[Turtle egg]]s are distorted.
 
* The small bumps on [[chorus plant]] stems disappear.
 
* The small bumps on [[chorus plant]] stems disappear.
* The barrier at Y=-40{{until|be 1.18.0}} or Y=-104{{upcoming|be 1.18.0}} stops generating.
+
* The barrier at Y=-104 stops generating.
 
* Walking is as fast as running speed.
 
* Walking is as fast as running speed.
 
* [[lead]]s start appearing as a zigzag.
 
* [[lead]]s start appearing as a zigzag.
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* The first stage of cocoa beans is flat.
 
* The first stage of cocoa beans is flat.
 
* [[Chorus flower]]s render as full blocks.
 
* [[Chorus flower]]s render as full blocks.
* The top part of the [[Dragon egg]] is flat or invisible.
+
* The top part of the [[Dragon egg]] is invisible.
  +
* The big bumps on [[chorus plant]] stems are sightly bigger.
 
|-
 
|-
 
|X/Z ±4,194,304 (2<sup>22</sup>)*
 
|X/Z ±4,194,304 (2<sup>22</sup>)*
 
|
 
|
 
* Coordinates of all entities are slices of 2.
 
* Coordinates of all entities are slices of 2.
* It becomes extremely difficult to traverse the world on foot from here. Players need to use [[ender pearl]]s, [[chorus fruit]], [[elytra]] with [[firework]]s or a [[Riptide]] [[trident]] (if raining or underwater), horseback, [[boat]]s, or any method that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
+
* It becomes extremely difficult to traverse the world on foot from here. Players need to use [[ender pearl]]s, [[chorus fruit]], [[elytra]] with [[firework]]s or a [[Riptide]] [[trident]] (if raining or underwater), horseback, [[boat]]s, or any method that would be at least five blocks per second normally, meaning moving in normal walking speed is impossible.
 
* One can travel on foot past 4,194,304 by jumping one time and sprinting.
 
* One can travel on foot past 4,194,304 by jumping one time and sprinting.
 
* One cannot jump normally. The [[Jump Boost]] effect does not work. [[Stairs]] and [[slab]]s or blocks less than 0.5 blocks tall are work past this point.
 
* One cannot jump normally. The [[Jump Boost]] effect does not work. [[Stairs]] and [[slab]]s or blocks less than 0.5 blocks tall are work past this point.
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* Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are [[boat]]s, [[spider]]s, [[horse]]s, [[iron golem]]s, [[polar bear]]s, and [[ravager]]s.
 
* Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are [[boat]]s, [[spider]]s, [[horse]]s, [[iron golem]]s, [[polar bear]]s, and [[ravager]]s.
 
** If only one coordinate exceeds this value, blocks still have collision detection from the side.
 
** If only one coordinate exceeds this value, blocks still have collision detection from the side.
** The player can still be considered "under" blocks, meaning that [[phantom]]s do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using [[horse]]s.
+
** The player can still be considered "under" blocks, meaning that [[phantom]]s do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed [[horse]]s.
  +
* The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
* To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The [[Speed]] effect does not work, due to {{bug|MCPE-61425}}. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
+
*To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The [[Speed]] effect does not work, due to {{bug|MCPE-61425}}. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
 
* All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as [[chest]]s and [[bell]]s.
 
* All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as [[chest]]s and [[bell]]s.
 
** If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
 
** If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
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* The notes that come from [[jukebox]]es and [[noteblock]]s are on the edge of the block.
 
* The notes that come from [[jukebox]]es and [[noteblock]]s are on the edge of the block.
 
* [[Minecart]]s can no longer run on [[Powered rail]]s.
 
* [[Minecart]]s can no longer run on [[Powered rail]]s.
  +
* [[Chain]]s are streched to a full block.
* caves in caves and cliffs sometimes generate with perfect curves or horizontal halls.
 
  +
* [[Cave]]s generate differently.
 
|}
 
|}
   
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{{info needed section|notable effects beyond the 32-bit limit}}
 
{{info needed section|notable effects beyond the 32-bit limit}}
   
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible.
+
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible. Also the cone that appeared in front of the player at 536,870,912 no longer occurs as of [[1.18]].
   
 
{| class="wikitable"
 
{| class="wikitable"
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* 2D blocks are non-solid, even from the sides. However, [[ghast]]s, large [[slime]]s, and large [[magma cube]]s treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
 
* 2D blocks are non-solid, even from the sides. However, [[ghast]]s, large [[slime]]s, and large [[magma cube]]s treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
 
* The game does not properly register when the player is in [[water]] if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter [[swimming]], and the fog is black or dark blue. However, water still causes the player to exit [[gliding]], and [[boat]]s still float.
 
* The game does not properly register when the player is in [[water]] if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter [[swimming]], and the fog is black or dark blue. However, water still causes the player to exit [[gliding]], and [[boat]]s still float.
  +
* The minimum speed is increased to 20 blocks per second, meaning that Creative mode flight and [[horses]] are no longer possible to move with, leaving only flight by an elytra (either with [[Firework Rocket|firework rockets]] or a Riptide trident) and teleportation by any means.
* The only method of transportation possible is by sprint flying, [[elytra]] or by teleportation (an invisible barrier exists here).
 
 
* The [[terracotta]] strata in [[badlands]] biomes are distorted further and start to form blocky shapes. Because the majority of blocks do not render in the stripe lands, this is noticeable only when viewed on a map.
 
* The [[terracotta]] strata in [[badlands]] biomes are distorted further and start to form blocky shapes. Because the majority of blocks do not render in the stripe lands, this is noticeable only when viewed on a map.
 
|-
 
|-
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* Block rendering essentially stops completely in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> blocks are rendered as one-dimensional, and are therefore impossible to see.
 
* Block rendering essentially stops completely in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> blocks are rendered as one-dimensional, and are therefore impossible to see.
 
* Water becomes completely non-solid.
 
* Water becomes completely non-solid.
* To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use [[Riptide]]. Note that because the player is not considered to be "in water", Riptide can be activated only by rain. [[Trident]]s [[Arrows]] shot from [[bow]]s or [[crossbow]]s and [[ender dragon]]s are the only other entities that can move horizontally beyond this point. It is therefore impossible to teleport using [[ender pearl]]s.
+
* The minimum movement speed is increased to 40 blocks per second, meaning [[Ender Pearl|ender pearls]] no longer work. Teleportation is now only possible by chorus fruit because teleportation by commands stops at 30 million blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. [[Trident]]s, [[Arrows]] shot from [[bow]]s or [[crossbow]]s and [[ender dragon]]s are the only other entities that can move horizontally beyond this point, other than the player.
 
|-
 
|-
 
|X/Z ±67,108,864 (2<sup>26</sup>)*
 
|X/Z ±67,108,864 (2<sup>26</sup>)*
 
|
 
|
  +
* The minimum movement speed is increased to 80 blocks per second, meaning that [[Trident|tridents]] cannot move horizontally and the use of an [[elytra]] requires a [[Riptide]] trident.
* The only form of movement possible is with [[Riptide]] II or higher. It is also possible to teleport using [[chorus fruit]].
 
 
* Coordinates of all entities are multiples of 8.
 
* Coordinates of all entities are multiples of 8.
 
* The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
 
* The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
 
 
|-
 
|-
 
|X/Z ±134,217,728 (2<sup>27</sup>)*
 
|X/Z ±134,217,728 (2<sup>27</sup>)*
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* Maximum coordinates where [[generated structures]] can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
 
* Maximum coordinates where [[generated structures]] can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
 
* Coordinates of all entities are multiples of 16, equivalent to one chunk section.
 
* Coordinates of all entities are multiples of 16, equivalent to one chunk section.
* The visual gaps are 16 blocks wide.
+
* The visual gaps are 16 blocks wide, rendering teleportation via [[chorus fruit]] impossible.
  +
*The minimum movement speed is increased to 160 blocks per second, meaning that [[Arrow|arrows]] cannot move horizontally and [[Riptide]] starts to become less usable at low levels.
* [[Riptide]] II can no longer move the player horizontally, and Riptide III works only if the player looks directly along an axis. However, it is still possible to teleport using [[chorus fruit]].
 
  +
* More specifically, [[Riptide]] I works only if the player looks directly along an axis and does it many times; with [[Riptide]] II you don't have to use it as much to propel yourself.
 
|-
 
|-
 
|X/Z ±268,435,456 (2<sup>28</sup>)
 
|X/Z ±268,435,456 (2<sup>28</sup>)
 
|
 
|
  +
* The minimum movement speed is increased to 320 blocks per second, meaning that levels of [[Riptide]] below level III no longer work, and Riptide III barely works.
* It is impossible for any entity to move horizontally, without modifying the player's flying speed, or the player position is controlled by 64-bit doubles. Teleportation using [[chorus fruit]] is impossible.
 
  +
*More specifically, [[Riptide]] III works only if the player looks directly along an axis and does it many times.
 
* Coordinates of all entities are multiples of 32, equivalent to two chunks section.
 
* Coordinates of all entities are multiples of 32, equivalent to two chunks section.
 
* The visual gaps are 32 blocks wide.
 
* The visual gaps are 32 blocks wide.
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* Coordinates of all entities are multiples of 64, equivalent to four chunks section.
 
* Coordinates of all entities are multiples of 64, equivalent to four chunks section.
 
* The visual gaps are 64 blocks wide.
 
* The visual gaps are 64 blocks wide.
* A large "cone shape" in front of the player disappears from view. This cone is oriented along the X or Z axis, rather than the direction the player is facing. It is always composed of 16×16×16 cubes (essentially sections of chunks).
 
 
* Since [[Bedrock Edition beta 1.17.30.24|beta 1.17.30.24]], some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only high-end devices can survive at this position.
 
* Since [[Bedrock Edition beta 1.17.30.24|beta 1.17.30.24]], some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only high-end devices can survive at this position.
  +
* The minimum movement speed is increased to 640 blocks per second, meaning that no method of vanilla movement works, even [[Riptide]] III and [[Riptide]] IV.
 
|-
 
|-
 
|X/Z ±1,073,741,824 (2<sup>30</sup>)
 
|X/Z ±1,073,741,824 (2<sup>30</sup>)
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* Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
 
* Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
 
* The visual gaps are 128 blocks wide.
 
* The visual gaps are 128 blocks wide.
  +
*The minimum movement speed is increased to 1,280 blocks per second meaning that [[Riptide]] levels below X no longer work.
* The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less (unless the player position is controlled by 64-bit doubles), despite the fact that the gaps are only 8 chunks wide.
 
  +
*The world is completely invisible with a render distance of 7 chunks or less.
 
* The phenomenon is called the Invisible Stripe Lands.
 
* The phenomenon is called the Invisible Stripe Lands.
 
|-
 
|-
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* Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
 
* Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
 
* The visual gaps are 256 blocks wide.
 
* The visual gaps are 256 blocks wide.
  +
*The minimum movement speed is increased to 2,560 blocks per second.
 
|-
 
|-
 
| X/Z ±4,294,967,296 (2<sup>32</sup>)
 
| X/Z ±4,294,967,296 (2<sup>32</sup>)
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* Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
 
* Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
 
* The visual gaps are 512 blocks wide.
 
* The visual gaps are 512 blocks wide.
  +
*The minimum movement speed is increased to 5,120 blocks per second.
 
|-
 
|-
 
| X/Z ±8,589,934,592 (2<sup>33</sup>)
 
| X/Z ±8,589,934,592 (2<sup>33</sup>)
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* Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
 
* Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
 
* The visual gaps are 1,024 blocks wide.
 
* The visual gaps are 1,024 blocks wide.
  +
*The minimum movement speed is increased to 10,240 blocks per second.
 
|-
 
|-
 
| X/Z ±17,179,869,184 (2<sup>34</sup>)
 
| X/Z ±17,179,869,184 (2<sup>34</sup>)
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* Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
 
* Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
 
* The visual gaps are 2,048 blocks wide.
 
* The visual gaps are 2,048 blocks wide.
  +
*The minimum movement speed is increased to 20,480 blocks per second.
 
|-
 
|-
 
| X/Z ±34,359,738,368 (2<sup>35</sup>)
 
| X/Z ±34,359,738,368 (2<sup>35</sup>)
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* Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
 
* Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
 
* The visual gaps are 4,096 blocks wide.
 
* The visual gaps are 4,096 blocks wide.
  +
*The minimum movement speed is increased to 40,960 blocks per second.
 
|-
 
|-
 
| X/Z ±68,719,476,736 (2<sup>36</sup>)
 
| X/Z ±68,719,476,736 (2<sup>36</sup>)
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* Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
 
* Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
 
* The visual gaps are 8,192 blocks wide.
 
* The visual gaps are 8,192 blocks wide.
  +
*The minimum movement speed is increased to 81,920 blocks per second.
 
|-
 
|-
 
| X/Z ±137,438,953,472 (2<sup>37</sup>)
 
| X/Z ±137,438,953,472 (2<sup>37</sup>)
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* Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
 
* Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
 
* The visual gaps are 16,384 blocks wide.
 
* The visual gaps are 16,384 blocks wide.
  +
*The minimum movement speed is increased to 163,840 blocks per second.
 
|-
 
|-
 
| X/Z ±274,877,906,944 (2<sup>38</sup>)
 
| X/Z ±274,877,906,944 (2<sup>38</sup>)
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* Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
 
* Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
 
* The visual gaps are 32,768 blocks wide.
 
* The visual gaps are 32,768 blocks wide.
  +
*The minimum movement speed is increased to 327,680 blocks per second.
 
|-
 
|-
 
| X/Z ±549,755,813,888 (2<sup>39</sup>)
 
| X/Z ±549,755,813,888 (2<sup>39</sup>)
 
|
 
|
* Coordinates of all entities are multiples of 65,536 equivalent to 4,096 chunks section.
+
* Coordinates of all entities are multiples of 65,536, equivalent to 4,096 chunks section.
 
* The visual gaps are 65,536 blocks wide.
 
* The visual gaps are 65,536 blocks wide.
  +
*The minimum movement speed is increased to 655,360 blocks per second.
  +
|-
  +
| X/Z ±1,099,511,627,776 (2<sup>40</sup>)
  +
|
  +
* Coordinates of all entities are multiples of 131,072, equivalent to 8,192 chunks section.
  +
* The visual gaps are 131,072 blocks wide.
  +
*The minimum movement speed is increased to 1,310,720 blocks per second.
 
|-
 
|-
 
! !!
 
! !!
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* Coordinates of all entities are multiples of 1,099,511,627,776 (2<sup>40</sup>).
 
* Coordinates of all entities are multiples of 1,099,511,627,776 (2<sup>40</sup>).
 
* The visual gaps are 1,099,511,627,776 blocks wide.
 
* The visual gaps are 1,099,511,627,776 blocks wide.
  +
*The minimum movement speed has reached 10,995,116,277,760 blocks per second by this point.
 
|-
 
|-
 
! !!
 
! !!
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Village_in_Nothingness.png|A village in the corner stripe Lands.
 
Village_in_Nothingness.png|A village in the corner stripe Lands.
 
Jungle_Temple_in_Nothingness.png|A jungle temple in the corner stripe Lands.
 
Jungle_Temple_in_Nothingness.png|A jungle temple in the corner stripe Lands.
Fossils_in_the_Far_Lands.jpeg|Some [[fossil]]s that have generated in the Corner Stripe Lands.
+
Fossils_in_the Stripe Lands.jpeg|Some [[fossil]]s that have generated in the Corner Stripe Lands.
 
PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the Corner Stripe Lands.
 
PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the Corner Stripe Lands.
 
Stripe_lands_and_2d_lands.png|The 25-bit boundary area in the form of 2d lands and stripe lands.
 
Stripe_lands_and_2d_lands.png|The 25-bit boundary area in the form of 2d lands and stripe lands.
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==Vertical limits==
 
==Vertical limits==
   
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=256, block rendering glitches do not occur, but other effects do.
+
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=320, block rendering glitches do not occur, but other effects do.
   
 
Many of these effects would occur at negative coordinates, but there is a barrier at Y=-40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in [[creative]], disappear in the void.
 
Many of these effects would occur at negative coordinates, but there is a barrier at Y=-40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in [[creative]], disappear in the void.
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|
 
|
 
* [[Particles]] begin turning black.
 
* [[Particles]] begin turning black.
  +
|-
  +
|Y ±131,072
  +
|
  +
* [[Particles]] start acting bumpy.
 
|-
 
|-
 
|Y ±262,144
 
|Y ±262,144
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* There is a delay between when the player exits flight mode and when the player actually starts falling.
 
* There is a delay between when the player exits flight mode and when the player actually starts falling.
 
* When the player fly's downward in Creative it's way faster than normal.
 
* When the player fly's downward in Creative it's way faster than normal.
* The [[shulker]] is considered as a block wide entity so if the player gets on the [[shulker]] the player will appear floating above the [[shulker]] even in survival mode.
+
* The [[shulker]] is considered as a block wide entity so if the player gets on the [[shulker]], the player appears floating above the [[shulker]] even in survival mode.
 
|-
 
|-
 
|Y ±16,777,216
 
|Y ±16,777,216
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* The player becomes stuck in mid-air when trying to fall.
 
* The player becomes stuck in mid-air when trying to fall.
 
* in 3rd person the player can only look horizontal or vertical.
 
* in 3rd person the player can only look horizontal or vertical.
  +
|-
  +
|Y ±268,435,456
  +
|
  +
* Floating with [[Levitation]] 255 is completely impossible.
 
|-
 
|-
 
|Y ±2,147,483,647
 
|Y ±2,147,483,647
Line 533: Line 561:
 
Stripe_Gap_Lands.png|The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
 
Stripe_Gap_Lands.png|The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
 
Corner Slice Lands.png|The start of the corner slice lands.
 
Corner Slice Lands.png|The start of the corner slice lands.
MCBE_Far-Lands_Pos_67108864.jpg|The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
+
MCBE Stripe Lands Pos 67108864.jpg|The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
FarlandsMCPE.jpg|The world beyond X/Z ±134,217,728, with a distance of sixteen blocks or one chunk between rendered sections.
+
StripelandsMCPE.jpg|The world beyond X/Z ±134,217,728, with a distance of sixteen blocks or one chunk between rendered sections.
MCBE Far-Lands Pos 268435456.jpg|The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
+
MCBE Stripe Lands Pos 268435456.jpg|The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
MCBE Far-Lands Pos 536870912.jpg|The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
+
MCBE Stripe Lands Pos 536870912.jpg|The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
 
Stripeless_Lands_536870912.png|The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible.
 
Stripeless_Lands_536870912.png|The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible.
 
MCPEFarLandsEnd.png|The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.
 
MCPEFarLandsEnd.png|The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.

Revision as of 19:10, 6 December 2021

Clock JE3
This article needs to be updated. 
Please update this page to reflect recent updates or newly available information.
Reason: Slowest movement method may be outdated
Brush
This article needs cleanup to comply with the style guide. [discuss]
Please help improve this page. The talk page may contain suggestions.
Reason: Organize this page more like Java Edition distance effects - should allow a lot more in-depth analysis of each effect
Information icon
This feature is exclusive to Bedrock Edition. 

As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32-bit floating point numbers used for location, which dedicates only 23 bits to the fraction; thus, for any position between n and 2n, where n is a power of 2, the precision error makes the world (including blocks and entities) offset by n8388608 blocks, or n524288 block pixels (e.g. at between X/Z ±16,777,216 and X/Z ±33,554,432, coordinates of all entities are multiples of 2, and only blocks at these coordinates can be rendered; blocks not at these values visually snap to them).

Note: Effects marked with an asterisk (*) are well-known effects.

Minor effects (X/Z ±1–131,071)

Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to Java Edition, which uses 64-bit floating points. When the player moves, the player changes position each tick, and this change is affected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.

Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others.[more information needed] However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE-39299).

There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g. drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.

Coordinates Effects
X/Z ±1 (20)
  • Coordinates of all entities are slices of 8,388,608.
  • Lowest coordinates at which someone can theoretically fall through the world within around 5 to 7 real-life days of nonstop gameplay (where one must start over if they exit the game). However, It is almost impossible to do at these coordinates.
X/Z ±2 (21)
  • Coordinates of all entities are slices of 4,194,304.
X/Z ±4 (22)
  • Coordinates of all entities are slices of 2,097,152.
X/Z ±8 (23)
  • Coordinates of all entities are slices of 1,048,576.
X/Z ±16 (24)
  • Coordinates of all entities are slices of 524,288.
X/Z ±32 (25)
  • Coordinates of all entities are slices of 262,144.
X/Z ±64 (26)
  • Coordinates of all entities are slices of 131,072.
X/Z ±128 (27)
  • Coordinates of all entities are slices of 65,536.
X/Z ±256 (28)
  • Coordinates of all entities are slices of 32,768.
  • Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1 (see above).
  • The slowest method is impossible.
X/Z ±512 (29)
  • Coordinates of all entities are slices of 16,384.
X/Z ±1,024 (210)
  • Coordinates of all entities are slices of 8,192.
X/Z ±2,048 (211)
  • Coordinates of all entities are slices of 4,096.
X/Z ±4,096 (212)
  • Coordinates of all entities are slices of 2,048.
X/Z ±8,192 (213)
  • Coordinates of all entities are slices of 1,024.
X/Z ±16,384 (214)
  • Coordinates of all entities are slices of 512.
  • Minor jitter can be first experienced at this point, noticeable if the player walks slowly.
X/Z ±32,768 (215)
  • Coordinates of all entities are slices of 256.
  • It becomes impossible to sneak diagonally on top of soul sand with cobwebs while drawing back a bow.[1]
X/Z ±65,536 (216)
  • Coordinates of all entities are slices of 128.

Medium effects (X/Z ±131,072–1,048,575)

Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.

Coordinates Effects
X/Z ±131,072 (217)*
  • Coordinates of all entities are slices of 64.
  • Climbing up ladders, vines, twisting vines, and weeping vines while sneaking is slightly slower than normal if climbing by walking against a block.[2]
  • Sneaking diagonally starts to become bumpy.
  • Lecterns and tripwire hooks start to become distorted.
  • When the player stops walking, they are bumped.
X/Z ±262,144 (218)*
  • Coordinates of all entities are slices of 32.
  • Climbing up ladders and vines while sneaking is even slower and less smooth.[2]
  • Moving in powder snow while sneaking becomes impossible if the player waits for too long.
  • Sea pickles render with slightly thinner stems than normal.
  • Tripwire string becomes invisible.
  • Sweet berry bushes and cobwebs appear slightly larger.
  • Sunflowers become glitched and are Z-fighting on the X-axis. They don’t become glitched on the Z-axis.[3]
  • Sneaking in soul sand with a spyglass stops movement.
  • Sneaking in all directions is more bumpy.
X/Z ±524,288 (219)*
  • Coordinates of all entities are slices of 16.
  • All entities are on the edges of block pixels.
  • Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
  • The inner part of item frames render flush along the block.
  • Moving horizontally while on cobwebs becomes impossible.
  • Moving in powder snow becomes entirely impossible while sneaking.
  • Jitter is noticeable beyond this point.
  • Many mobs are unable to jump on blocks correctly, probability because due to entites being on the edge of block pixels and the mobs are not fast enough to get through the block.
  • Sea turtles and axolotls can no longer move on land.
  • The top part of candles renders incorrectly.
  • Running on soul sand becomes noticeably bumpy.
  • It's impossible to sneak outside the X/Z axis on soul sand without soul speed boots.

Major effects (X/Z ±1,048,576–16,777,215)

This section is missing information about the following features and effects:
  • Leads
  • Cave generation
  • Raycasting, which seems to result in incorrect blocks being targeted. 
Please expand the section to include this information. Further details may exist on the talk page.

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 116. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out.[4]

In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.[5]

Besides, many "normal" forms of movement become impossible.

The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appeared as almost normal X shapes in more recent versions, but appearing as 2D again as of 1.16.220. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.

In addition here, the terrain starts to break down following the table.

Coordinates Effects
X/Z ±1,048,576 (220)*
  • Coordinates of all entities are slices of 8.
  • Walls render wider than normal.
  • Fences (excluding the posts) and closed fence gates render completely flat.
  • Doors and open trapdoors render thinner than normal.
  • Iron bars and glass panes render twice as wide than normal.
  • Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
  • It becomes impossible to sneak outside the X/Z axis.
  • Moving in powder snow becomes impossible if you wait too long, though rapidly inputting sprint allows you to escape.
  • The cube inside slime blocks is slightly wider.
  • The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
  • Cakes appear stretched to full block.
  • Fire renders a bit differently.
  • Sea pickles render in slightly different places without stems.
  • Lanterns render wider than usual and without the top part.
  • The logs in campfires render farther apart, overlapping with each other.
  • In brewing stands, the base renders incorrectly and the central pole is invisible.
  • The bases of anvils render incorrectly.
  • The supports of grindstones render incorrectly.
  • The sides of item frames render wider than the top and bottom.
  • Flower pots appear slightly wider.
  • The inside of beacons render incorrectly.
  • The supports of bells render incorrectly.
  • Horizontal end rods render flat, while vertical end rods render only with their bases.
  • The shafts of lightning rods render as flat.
  • Redstone renders slightly differently.
  • Torches become invisible.
  • Buttons placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
  • Pressure plates cover an entire block.
  • Redstone repeaters and redstone comparators render without torches.
  • Cocoa beans in the second stage render as wide as mature cocoa beans.
  • Cacti render as full blocks, with gaps at the edges.
  • Bamboo renders wider than normal, flat, or invisible.
  • The dragon egg appears to be more blocky.
  • Turtle eggs are distorted.
  • The small bumps on chorus plant stems disappear.
  • The barrier at Y=-104 stops generating.
  • Walking is as fast as running speed.
  • leads start appearing as a zigzag.
X/Z ±2,097,152 (221)*
  • Coordinates of all entities are slices of 4.
  • Moving while sneaking becomes impossible.
  • Walking appears bumpy.
  • Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
  • Fence posts are invisible.
  • Open fence gates are completely flat.
  • Lightning rods render entirely flat.
  • Doors and trapdoors render wider than normal.
  • Iron bars and glass panes render completely flat.
  • The supports of scaffolding are invisible.
  • Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
  • Flowers begin to distort.
  • The bottom part of hoppers are invisible.
  • Lecterns are wider more than a block.
  • Nether portal blocks are completely flat.
  • Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
  • Hanging roots render thinner than normal.
  • All four stages of amethyst buds render thinner than normal.
  • The first stage of cocoa beans is flat.
  • Chorus flowers render as full blocks.
  • The top part of the Dragon egg is invisible.
  • The big bumps on chorus plant stems are sightly bigger.
X/Z ±4,194,304 (222)*
  • Coordinates of all entities are slices of 2.
  • It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks or a Riptide trident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second normally, meaning moving in normal walking speed is impossible.
  • One can travel on foot past 4,194,304 by jumping one time and sprinting.
  • One cannot jump normally. The Jump Boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
  • Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.[verify]
  • Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
  • All stages of amethyst buds are stretched to a full block.
  • The stems of both big dripleaves and small dripleaves become two-dimensional.
  • Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
  • Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
  • Crops, hanging roots, and seagrass render on the edges of blocks.
  • The second stage of cocoa beans is flat just like the first stage.
  • The third stage of cocoa beans appears stretched as a full block.
  • When the player is in Powder snow the screen sometimes flickers fighting trying to see if the player is inside or outside of Powder snow even with leather armor on.
  • The second highest top part of the Dragon egg is invisible including the highest part.
X/Z ±8,388,608 (223)*
  • Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
    • If only one coordinate exceeds this value, blocks still have collision detection from the side.
    • The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed horses.
  • The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
  • To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Speed effect does not work, due to MCPE-61425. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
  • All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
    • If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
  • The terracotta strata in badlands biomes become noticeably distorted at this point.
  • The blade of a stonecutter duplicates, with each blade appearing on the edge.
  • Spore blossoms are stretched so that the player sees only half of the flower.
  • Entering active end portals becomes impossible.
  • Previously, cross models would render stretched out (changed from rendering 2D as of an unknown update), however as of 1.16.210 they render flat again.
  • The shadow of signs are at the edge of the block the sign is on.
  • The first and second stage of cocoa beans are either pushed into the block or they render as full blocks.
  • The notes that come from jukeboxes and noteblocks are on the edge of the block.
  • Minecarts can no longer run on Powered rails.
  • Chains are streched to a full block.
  • Caves generate differently.

Examples

Game-breaking effects (X/Z ≥±16,777,216)

This section is missing information about notable effects beyond the 32-bit limit. 
Please expand the section to include this information. Further details may exist on the talk page.

Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible. Also the cone that appeared in front of the player at 536,870,912 no longer occurs as of 1.18.

Coordinates Effects
X/Z ±16,777,216 (224)*
  • The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands. In contrast, the Stripe Lands starts at X/Z ±9,007,199,254,740,992 in Java Edition, as the block rendering coordinates use 64-bit doubles instead.
    • Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
    • Coordinates of all entities are multiples of 2.
    • This does not impact the way maps are rendered.
    • If the player manages to set their coordinate to an odd number or move into any area not rendered, they get stuck in a glitched position, unable to move the camera view properly, or move in any direction.
  • 2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
  • The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
  • The minimum speed is increased to 20 blocks per second, meaning that Creative mode flight and horses are no longer possible to move with, leaving only flight by an elytra (either with firework rockets or a Riptide trident) and teleportation by any means.
  • The terracotta strata in badlands biomes are distorted further and start to form blocky shapes. Because the majority of blocks do not render in the stripe lands, this is noticeable only when viewed on a map.
X/Z ±33,554,432 (225)*
  • Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.[unofficial name] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
    • At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
  • The phenomenon is known as the Stripe Gap Lands
    • Coordinates of all entities are multiples of 4.
    • It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
  • Block rendering essentially stops completely in the Corner Slice Lands;[6] blocks are rendered as one-dimensional, and are therefore impossible to see.
  • Water becomes completely non-solid.
  • The minimum movement speed is increased to 40 blocks per second, meaning ender pearls no longer work. Teleportation is now only possible by chorus fruit because teleportation by commands stops at 30 million blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. Tridents, Arrows shot from bows or crossbows and ender dragons are the only other entities that can move horizontally beyond this point, other than the player.
X/Z ±67,108,864 (226)*
  • The minimum movement speed is increased to 80 blocks per second, meaning that tridents cannot move horizontally and the use of an elytra requires a Riptide trident.
  • Coordinates of all entities are multiples of 8.
  • The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
X/Z ±134,217,728 (227)*
  • Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
  • Coordinates of all entities are multiples of 16, equivalent to one chunk section.
  • The visual gaps are 16 blocks wide, rendering teleportation via chorus fruit impossible.
  • The minimum movement speed is increased to 160 blocks per second, meaning that arrows cannot move horizontally and Riptide starts to become less usable at low levels.
  • More specifically, Riptide I works only if the player looks directly along an axis and does it many times; with Riptide II you don't have to use it as much to propel yourself.
X/Z ±268,435,456 (228)
  • The minimum movement speed is increased to 320 blocks per second, meaning that levels of Riptide below level III no longer work, and Riptide III barely works.
  • More specifically, Riptide III works only if the player looks directly along an axis and does it many times.
  • Coordinates of all entities are multiples of 32, equivalent to two chunks section.
  • The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
  • Coordinates of all entities are multiples of 64, equivalent to four chunks section.
  • The visual gaps are 64 blocks wide.
  • Since beta 1.17.30.24, some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only high-end devices can survive at this position.
  • The minimum movement speed is increased to 640 blocks per second, meaning that no method of vanilla movement works, even Riptide III and Riptide IV.
X/Z ±1,073,741,824 (230)
  • Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
  • The visual gaps are 128 blocks wide.
  • The minimum movement speed is increased to 1,280 blocks per second meaning that Riptide levels below X no longer work.
  • The world is completely invisible with a render distance of 7 chunks or less.
  • The phenomenon is called the Invisible Stripe Lands.
X/Y/Z ±2,147,483,647 (231 − 1)*
  • The game crashes near this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++. Specifically, the game crashes if the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.
X/Z ±2,147,483,648 (231)
  • Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
  • The visual gaps are 256 blocks wide.
  • The minimum movement speed is increased to 2,560 blocks per second.
X/Z ±4,294,967,296 (232)
  • Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
  • The visual gaps are 512 blocks wide.
  • The minimum movement speed is increased to 5,120 blocks per second.
X/Z ±8,589,934,592 (233)
  • Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
  • The visual gaps are 1,024 blocks wide.
  • The minimum movement speed is increased to 10,240 blocks per second.
X/Z ±17,179,869,184 (234)
  • Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
  • The visual gaps are 2,048 blocks wide.
  • The minimum movement speed is increased to 20,480 blocks per second.
X/Z ±34,359,738,368 (235)
  • Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
  • The visual gaps are 4,096 blocks wide.
  • The minimum movement speed is increased to 40,960 blocks per second.
X/Z ±68,719,476,736 (236)
  • Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
  • The visual gaps are 8,192 blocks wide.
  • The minimum movement speed is increased to 81,920 blocks per second.
X/Z ±137,438,953,472 (237)
  • Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
  • The visual gaps are 16,384 blocks wide.
  • The minimum movement speed is increased to 163,840 blocks per second.
X/Z ±274,877,906,944 (238)
  • Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
  • The visual gaps are 32,768 blocks wide.
  • The minimum movement speed is increased to 327,680 blocks per second.
X/Z ±549,755,813,888 (239)
  • Coordinates of all entities are multiples of 65,536, equivalent to 4,096 chunks section.
  • The visual gaps are 65,536 blocks wide.
  • The minimum movement speed is increased to 655,360 blocks per second.
X/Z ±1,099,511,627,776 (240)
  • Coordinates of all entities are multiples of 131,072, equivalent to 8,192 chunks section.
  • The visual gaps are 131,072 blocks wide.
  • The minimum movement speed is increased to 1,310,720 blocks per second.
X/Y/Z ±9,223,372,036,854,775,807 (263 – 1)
  • The game crashes near this point while using 64-bit systems, as this is above the maximum signed binary integer allowed for 64-bit systems, such as C++. Also, the game crashes if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can crash the game.[verify]

[more information needed]

X/Z ±9,223,372,036,854,775,808 (263)
  • Coordinates of all entities are multiples of 1,099,511,627,776 (240).
  • The visual gaps are 1,099,511,627,776 blocks wide.
  • The minimum movement speed has reached 10,995,116,277,760 blocks per second by this point.
X/Y/Z ±~3.40282366921e+38 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

[more information needed]

Stripe Lands

Stripe Lands Swamp

The "Stripe Lands" at X/Z 16,777,216.

The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation.[7] The Stripe Lands start at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.

Past X/Z: ±33,554,432 all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four. This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.

Examples

Vertical limits

Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=320, block rendering glitches do not occur, but other effects do.

Many of these effects would occur at negative coordinates, but there is a barrier at Y=-40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.

Coordinates Effect
Y ±65,536
Y ±131,072
Y ±262,144
Y ±524,288
  • Floating with levitation I goes back to normal speed.
  • It's possible to notice jumping being sightly less smooth if the player summons a shulker this high and jumps on the shulker.
Y ±1,048,576
  • Levitation II floating is slightly faster at this point.
  • It's impossible to float with levitation I.
Y ±2,097,152
  • Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
  • There is a delay between when the player exits flight mode while having slow falling and when the player actually starts falling.
Y ±4,194,304
  • Flying upward in Creative is faster than normal.
  • If the player summons a shulker this high and falls on it, after the player lands on the shulker the players hand moves up and down rapidly (only if view bobbing is on). if the player switches to 3rd person during the small jumps, the player appears as if the player was not jumping.
Y ±8,388,608
  • Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
  • Slow Falling causes the player to be stuck in mid-air.
  • Flying upward in Creative is no longer possible, although the player can still fly downward.
  • There is a delay between when the player exits flight mode and when the player actually starts falling.
  • When the player fly's downward in Creative it's way faster than normal.
  • The shulker is considered as a block wide entity so if the player gets on the shulker, the player appears floating above the shulker even in survival mode.
Y ±16,777,216
  • The delay described above is even longer.
  • Flying downward in Creative is no longer possible.
Y ±33,554,432
  • The delay to fall is way longer.
  • It's impossible to fly up with elytra with fireworks.
Y ±67,108,864
  • The player becomes stuck in mid-air when trying to fall.
  • in 3rd person the player can only look horizontal or vertical.
Y ±268,435,456
  • Floating with Levitation 255 is completely impossible.
Y ±2,147,483,647
  • The game crashes near these coordinates on 32-bit devices (see above).
Y ±~3.402824e+38 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

History

Jigsaw Block (top texture) JE2 BE2
This section needs expansion. 
You can help by expanding it.
Pocket Edition Alpha
v0.10.0
{{Extension DPL}}<ul><li>[[Glowstone Dust|Glowstone Dust]]<br/>{{Item
| image = Glowstone Dust.png
|type=
| renewable = Yes
| stackable = Yes (64)
}}
'''Glowstone dust''' is an [[item]] obtained from mining [[glowstone]], and is mainly used to create [[potion]]s with increased strength and decreased duration.

== Obtaining ==
=== Mining ===
When broken using anything other than a [[Silk Touch]]-enchanted [[tool]], a [[glowstone]] block drops 2-4 glowstone dust. A [[Fortune]] enchantment increases the chances of higher drops, with Fortune III allowing an average yield of 3.5 glowstone dust per block.

=== Mob loot ===
[[Witch]]es have a chance of dropping 0–6 glowstone dust upon death. This is increased by 3 per level of [[Looting]], for a maximum of 0-15 glowstone dust. <!-- Do not add the blaze as it is in violation of MCW:UPTODATE due to the Legacy Console Edition being discontinued. Any edit that adds the blaze to this section will be immediately reverted. -->

=== Trading ===

{{IN|bedrock}}, journeyman-level cleric [[villager]]s sell one glowstone dust for 4 [[emerald]]s as part of their trades.

== Usage ==
=== Crafting ingredient ===
{{crafting usage}}

=== Brewing ingredient ===
{{brewing
|showname=1
|head=1
|Glowstone Dust
|Thick Potion
|base=Water Bottle
}}
{{brewing
  |name=Increased Potency
  |showbase=1
  |Glowstone Dust
  |base=[Potion of Healing II]Potion of Healing;[Potion of Regeneration II]Potion of Regeneration;[Potion of Strength II]Potion of Strength;[Potion of Swiftness II]Potion of Swiftness;[Potion of Harming II]Potion of Harming;[Potion of Poison II]Potion of Poison;[Potion of Leaping II]Potion of Leaping
  |foot=1
}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Glowstone Dust
|spritetype=item
|nameid=glowstone_dust
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Glowstone Dust
|spritetype=item
|nameid=glowstone_dust
|id=394
|form=item
|foot=1}}

== History ==
{{History|java alpha}}
{{History||v1.2.0|snap=preview|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.
|Glowstone dust currently uses nine dust to [[crafting|craft]] 1 [[glowstone]] block.
|Also, each glowstone block drops only one glowstone dust.}}
{{History|java beta}}
{{History||1.6.6|The crafting recipe for glowstone blocks has been changed from 9 glowstone dust to 4.
|Each glowstone block now drops 2-4 glowstone dust when broken.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Glowstone dust can now be [[brewing|brewed]] in a [[water bottle]] to create a [[thick potion]].
|Glowstone dust now strengthens the [[potion]]s of [[Swiftness]], [[Healing]], [[Harming]], [[Poison]], [[Regeneration]] and [[Strength]].}}
{{History|||snap=Beta 1.9 Prerelease 4|Glowstone dust now strengthens the new potion of [[Regeneration]].}}
{{History||1.3.1|snap=12w21a|Glowstone dust has become a renewable resource, as priest [[villager]]s now sell glowstone blocks.}}
{{History||1.4.2|snap=12w38b|[[Witch]]es now have a chance of [[drops|dropping]] glowstone dust.}}
{{History||1.4.6|snap=12w49a|Glowstone dust can now be used to [[crafting|craft]] a [[firework star]] with a twinkle effect.}}
{{History||1.8|snap=14w27a|Glowstone dust now strengthens the new [[potion of Leaping]].}}
{{History||1.9|snap=15w31a|Glowstone dust is now used to craft [[spectral arrow]]s.
|Glowstone dust can no longer be added to extended [[potion]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 348.}}
{{History|||snap=18w07a|Glowstone dust now strengthens the new [[potion of the Turtle Master]].}}
{{History||1.14|snap=18w43a|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}
{{History||1.16|snap=20w07a|Glowstone dust has a {{frac|2|109}} (~1.83%) chance of being offered by [[piglin]]s when [[bartering]], in a stack size of 2–4.}}
{{History|||snap=20w09a|Glowstone dust now has a {{frac|10|226}} (~4.42%) chance of being offered by piglins when bartering, in a stack size of 1–5.}}
{{History||1.16.2|snap=20w28a|Glowstone dust can no longer be obtained from bartering with piglins.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust. It is currently unobtainable and serves no purpose.}}
{{History||v0.5.0|Glowstone dust is now obtainable through the [[nether reactor]].
|Glowstone dust can be used to craft [[glowstone]] blocks.}}
{{History||v0.12.1|snap=build 1|Glowstone dust can now be obtained through [[the Nether]] instead of the nether reactor.
|Glowstone dust is now available in the [[creative]] [[inventory]].|Glowstone dust can now be used to [[brewing|brew]] thick [[potion]]s and to strengthen potions.}}
{{History||v0.14.0|snap=build 1|Added [[witch]]es, which have a chance of [[drops|dropping]] glowstone dust upon [[death]].}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Glowstone dust can now be used to [[crafting|craft]] a [[firework star]] with a twinkle effect.}} 
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Glowstone dust can now be [[trading|bought]] from cleric [[villager]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|Glowstone dust can now be obtained from [[bartering]] with [[piglin]]s.}}
{{History||1.16.100|snap=beta 1.16.100.54|Glowstone dust can no longer be obtained from [[barter]]ing with [[piglin]]s.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.}}
{{History||xbox=TU8|0–2 glowstone dust is now [[drops|dropped]] when a [[blaze]] is killed.}}
{{History|Ps4}}
{{History||1.90|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.}}
{{History|foot}}

== Issues ==
{{issue list}}

{{Items}}

[[Category:Renewable resources]]
[[Category:Brewing recipe]]

[[de:Glowstonestaub]]
[[es:Polvo de piedra luminosa]]
[[fr:Poudre lumineuse]]
[[hu:Izzókő-por]]
[[ja:グロウストーンダスト]]
[[ko:발광석 가루]]
[[nl:Gloeisteenstof]]
[[pl:Jasnopył]]
[[pt:Pó de pedra luminosa]]
[[ru:Светокаменная пыль]]
[[tr:Işık Taşı Tozu]]
[[uk:Пил світлокаменю]]
[[zh:荧石粉]]</li><li>[[Redstone Comparator|Redstone Comparator]]<br/>{{Block
| image = 
| image2 = 
| transparent = Yes
| light = No
| tool = any
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
| group = Redstone Comparator
| group2 = Subtracting
| group3 = Powered
| group4 = Powered+Subtracting
| 1-1 = Redstone Comparator.png
| 2-1 = Subtracting Redstone Comparator.png
| 3-1 = Powered Redstone Comparator.png
| 4-1 = Powered Subtracting Redstone Comparator.png
}}
{{Many images}}
A '''redstone comparator''' is a [[block]] that can produce an [[Redstone Dust|output signal]] from its front by reading [[chest]]s, [[lectern]]s, [[beehive]]s and similar blocks, or repeat a signal without changing its strength. It can also be set to either stop outputting a signal when its side input recieves a stronger one (front torch off), or subtract its side input's signal strength from its output (front torch on).

== Obtaining ==
=== Natural generation ===
Redstone comparators generate in [[Ancient City|ancient cities]].

=== Breaking ===
A redstone comparator can be broken instantly with any [[tool]], or by hand, and drops itself as an item.

{{Breaking row|Redstone Comparator|horizontal=y}}

A redstone comparator is removed and dropped as an item if:
* its attachment block is moved, removed, or destroyed;
* [[water]] flows into its space;{{only|java}}
* a [[piston]] tries to push it or moves a block into its space.

If [[lava]] flows into a redstone comparator's space, the redstone comparator is destroyed without dropping as an item.

=== Crafting ===
{{Crafting
|B1=Redstone Torch
|A2=Redstone Torch
|B2=Nether Quartz
|C2=Redstone Torch
|A3=Stone
|B3=Stone
|C3=Stone
|Output= Redstone Comparator
|type=Redstone
}}

== Usage ==
A redstone comparator can be placed on the top of any [[opaque]] block with a solid full-height top surface (including upside-down [[slab]]s and upside-down [[stairs]]). {{IN|be}}, a comparator can also be placed on [[wall]]s and fences. For more information about placement on transparent blocks, see [[Opacity/Placement]].

The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator faces away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states that can be toggled by {{control|using}} the comparator:
* Down and unpowered (indicating the comparator is in "comparison mode")
* Up and powered (indicating the comparator is in "subtraction mode")

The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are accepted only from [[redstone dust]], [[block of redstone]], [[redstone repeater]]s, other comparators, and [[observer]]s in specific scenarios. The redstone comparator's front is its output.

It takes 1 [[redstone tick]] (2 game ticks, or 0.1 seconds barring lag) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. 

Redstone comparators check their power state before their scheduled ticks update. This results in redstone comparators not usually responding to 1-tick fluctuations of power or signal strength — for example, a [[clock circuit|1-clock]] input is treated as always off from the side, and always on from the rear. This happens because the signal changes back to its original state before the redstone comparator checks its input states. However, certain setups such as powering any input with two separate observer pulses at the same time will cause a redstone comparator to respond to 2 gametick pulses.

The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).

=== Maintain signal strength ===
A redstone comparator with no powered sides outputs the same signal strength as its rear input.

=== Compare signal strength ===
[[File:Comparators Explained.png|Comparators in comparison mode.|thumb]]
A redstone comparator in comparison mode (front torch down and unpowered) compares its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator outputs the same signal strength as its rear input.

The formula for calculating the output signal strength is as follows:

<code>output = rear × [[Wikipedia:Iverson bracket|[]]'''''left''''' ≤ '''''rear''''' AND '''''right''''' ≤ '''''rear'''''[[Wikipedia:Iverson bracket|<nowiki>]]]</code>
{{-}}

=== Subtract signal strength ===
[[File:Redstone comparator.png|thumb|The greatest of the side inputs A and C is subtracted from the rear input B, outputting 1. If either A or C were greater than B, it would output 0.]]
A redstone comparator in subtraction mode (front torch up and powered) subtracts the signal strength of the higher side input from the signal strength of the rear input.

<code>output = max('''''rear''''' − max('''''left''', '''right'''''), 0)</code>

For example: if the signal strength is 6 at the left input, 7 at the right input and 4 at the rear, the output signal has a strength of ''max(4 − max(6, 7), 0) = max(4−7, 0) = max(−3, 0) = 0''.

If the signal strength is 9 at the rear, 2 at the right input and 5 at the left input, the output signal has a strength of ''max(9 − max(2, 5), 0) = max(9−5, 0) = 4''.

=== Measure block state ===
{{Schematic | caption = A redstone comparator can measure the fullness of a chest, as well as other block states, even through an opaque block.
 |rd-ew!|rc-w!|ch|SB|rc-e!|rd-ew!
}}
A redstone comparator treats certain blocks behind it as power sources and outputs a signal strength proportional to the block's state. The comparator may be separated from the measured block by an opaque block. However, {{in|je}}, if the opaque block is powered to signal strength 15, then the comparator outputs 15 no matter the fullness of the container.<ref>{{bug|MC-64394}} (resolved as "Works As Intended")</ref>
[[Category:Java Edition specific information]]
{{-}}

==== Fullness of containers ====
{| class="wikitable floatright" style="margin-left: 0.5em; margin-right: 0; text-align: center;"
|+ Minimum Items for Container Signal Strength
|-
!Containers
!{{BlockSprite|Furnace|link=Furnace}}<br>{{BlockSprite|Blast Furnace|link=Blast Furnace}}<br>{{BlockSprite|Smoker|link=Smoker}}
!{{BlockSprite|Hopper|link=Hopper}}<br>{{EntitySprite|Minecart with Hopper|link=Minecart with Hopper}}<br>{{BlockSprite|Brewing Stand|link=Brewing Stand}}
!{{BlockSprite|Dispenser|link=Dispenser}}<br>{{BlockSprite|Dropper|link=Dropper}}
!{{BlockSprite|Chest|link=Chest}}<br>{{EntitySprite|Minecart with Chest|link=Minecart with Chest}}<br>{{BlockSprite|Shulker Box|link=Shulker Box}}<br>{{BlockSprite|Barrel|link=Barrel}}
![[Double Chest|{{Schematic|size=16|ch-s|-|ch-n}}
]]
!{{BlockSprite|Jukebox|link=Jukebox}}
|-
!Total Slots
!3!!5!!9!!27!!54!!1
|-
!Power Level
! colspan="5" |Number of Items
!Music Disc
|-
|0||0||0||0||0||0||No disc
|-
|1||1||1||1||1||1||"13"
|-
|2||14||23||42||1s 60||3s 55||"cat"
|-
|3||28||46||1s 19||3s 55||7s 46||"blocks"
|-
|4||42||1s 5||1s 60||5s 51||11s 37||"chirp"
|-
|5||55||1s 28||2s 37||7s 46||15s 28||"far"
|-
|6||1s 5||1s 51||3s 14||9s 42||19s 19||"mall"
|-
|7||1s 19||2s 10||3s 55||11s 37||23s 10||"mellohi"
|-
|8||1s 32||2s 32||4s 32||13s 32||27s||"stal"
|-
|9||1s 46||2s 55||5s 10||15s 28||30s 55||"strad"
|-
|10||1s 60||3s 14||5s 51||17s 23||34s 46||"ward"
|-
|11||2s 10||3s 37||6s 28||19s 19||38s 37||"11"
|-
|12||2s 23||3s 60||7s 5||21s 14||42s 28||"wait"
|-
|13||2s 37||4s 19||7s 46||23s 10||46s 19||"Pigstep"
|-
|14||2s 51||4s 42||8s 23||25s 5||50s 10||"Otherside"<br>"Relic"
|-
|15||3s||5s||9s||27s||54s||"5"
|}
A redstone comparator can output a signal indicating how full a container is. (0 for empty, 15 for full, etc.) The table on the right is described more in detail, later in this section.

Containers that can be measured by a comparator include:
* {{BlockLink|Furnace}}
* {{BlockLink|Blast Furnace}}
* {{BlockLink|Smoker}}
* {{BlockLink|Brewing Stand}}
* {{BlockLink|Hopper}}
* {{ItemLink|Minecart with Hopper}} on top of a [[detector rail]]
* {{BlockLink|Dispenser}}
* {{BlockLink|Dropper}}
* {{BlockLink|Chest}}
* {{BlockLink|Trapped Chest}}
* {{ItemLink|Minecart with Chest}} on top of a [[detector rail]]
* {{BlockLink|Barrel}}
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large chest
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large trapped chest
* {{BlockLink|Shulker Box}} (any color)

Generally speaking, the comparator output signal strength represents the average fullness of the slots, based on how many of that item form a full stack (64, 16, or 1 for non-stackable items).

The ''Minimum Items for Container Signal Strength'' table (right) shows the minimum '''''full-stack-equivalent (FSE)''''' to produce different signal strengths from common containers. A '''''full-stack-equivalent''''' quantifies how many normal 64-stackable items are needed to output a corresponding signal strength. The 's' is a constant 64, with the additional amount needed following after.

One may also consider the terms: '''c''umulative-weight''''' or '''''weighted-sum''''' instead of '''''full-stack-equivalent'''''.

Items that stack to a max of 16  ([[snowball]]s, [[sign]]s, [[ender pearl]]s, etc.), contribute +4 to the ''full-stack-equivalent'' for each unity (count of 1 item). Similarly, items that stack to 1 ([[minecart]], [[boat]], etc.) contribute +64, and items that stack to 64 contribute +1.

Example 1: 3 ender pearls will contribute a 3 x 4 = 12 ''full-stack-equivalent''.

Example 2: 16 ender pearls and 60 redstone dust contributes a 16x4 + 60x1 = 124 ''full-stack-equivalent''.

Example 3: 1 minecart and 60 redstone dust contributes a 1x64 + 60x1 = 124 ''full-stack-equivalent''.

Example 4: To produce a signal strength of 10 from a hopper, one requires a ''full-stack-equivalent'' of at least 3s + 14 = 206 but strictly less than than 3s + 37 = 229. This can be done with 3 minecarts, and 14 dirt.

When a comparator measures a large chest or large trapped chest, it measures the entire large chest (54 slots), not just the half directly behind the comparator. A chest or trapped chest that cannot be opened (either because it has an opaque block, [[ocelot]], or [[cat]] above it) always produces an output of 0 no matter how many items are in the container — shulker boxes can always be measured, even if they cannot open.

;Calculating signal strength from items

:When a container is empty, the output is off.

:When it is not empty, the output signal strength is calculated as follows:

:<code>'''''signal strength''''' = floor(1 + (('''''sum of all slots' fullnesses''''') / ('''''number of slots in container''''')) × 14)</code>

:<code>fullness of a slot = '''''number of items in slot''''' / '''''max stack size for this type of item'''''</code>

:''Example:'' 300 blocks in a dispenser (which has 9 slots), where each block stacks to a maximum of 64 has a 300 ''full-stack-equivalent.'' This produces an output with a signal strength of 8:
<blockquote>
1 + ((300 items / 64 items per slot) / 9 slots) × 14 = 8.292, floored is 8
</blockquote>

;Calculating items from signal strength

:It can be useful in redstone circuits to use containers with comparators to create signals of a specific strength. The number of items required in a container to produce a signal of desired strength is calculated as follows:

:<code>items required = max('''''desired signal strength''''', roundup(('''''total slots in container''''' × 64 / 14) × (desired signal strength − 1)))</code>

:''Example:'' To use a furnace (which has 3 slots) to create a strength 9 signal, players need 110 items:
<blockquote>
max(9, (3×64/14) × (9−1)) = 109.714, rounded up is 110
</blockquote>
{{-}}

==== Miscellaneous ====
[[File:Comparator storage.png|Comparators used to measure containers.|thumb]]
Some non-container blocks can also be measured by a redstone comparator:

;{{BlockLink|Beehive}} and {{BlockLink|Bee nest}}

: A hive or nest outputs a signal strength equal to the amount of honey in the hive/nest.

;{{BlockLink|Cake}}

: A cake outputs a signal strength relative to the amount of cake remaining.  Each slice is worth 2 signal strength, with 7 total slices, for an output of 14 for a full cake.

[[File:Cauldron Redstone Strength Values.png|Cauldron signal strength|thumb]]
;{{BlockLink|Cauldron}}

: A cauldron outputs different signal strengths depending on how much water or powdered snow is inside. From completely empty to completely full, the output values are 0, 1, 2, and 3. If lava or powder snow is inside, the strength is always 3.

[[File:Composter Redstone Strength Values.png|Composter signal strength|thumb]]
;{{BlockLink|Composter}}

: A composter outputs different signal strengths depending on the level inside. From completely empty to completely full, the output values are 0, 1, 2, 3, 4, 5, 6, 7 and 8.

;{{Anchor|CommandBlock}}{{BlockLink|Command Block}}

: A command block stores the "success count" of the last command executed, which represents the number of times the most recently used command of this command block succeeded. A "success" is defined by the [[command]]'s success conditions: if a red error message is returned in the chat, the command was not successful.

: Most commands can succeed once per execution, but certain commands (such as those that accept players as arguments) can succeed multiple times, and the comparator outputs the number of times it succeeded (maximum 15 when sent to redstone dust, but in the code it is able to go up to the 32-bit integer limit, and can be used in contraptions with no redstone dust with those values).

: A command block continues to store the success count of the last command executed until it executes its command again, thus the comparator continues to output the same signal strength even after the command block is no longer being activated (it doesn't turn off when the signal to the command block turns off).

;{{BlockLink|End Portal Frame}}

: An end portal frame outputs a full signal of 15 if it contains an [[eye of ender]] and zero otherwise.

[[File:Item frame and comparator.png|A comparator can measure the presence and rotation of an item frame's contents.|thumb]]

;{{EntityLink|Item Frame}}

: A comparator can measure the state of an [[item frame]]'s contents. An item frame comparator outputs 0 if the item frame is empty, or 1 to 8 for any item depending on its rotation: 1 at initial placement, plus 1 for each 45° of rotation for a maximum of 8.

: For an item frame that holds a map, a unit of rotation is 90° instead of 45°, but a comparator still outputs power levels 1 to 8. It takes two full rotations to cycle through all comparator outputs, and each orientation of the map corresponds to two output levels that differ by 4.

: The comparator must be placed behind the block the item frame is attached to, facing away from the item frame. The block must be a full block, and the item frame cannot be submerged in water. Having a sign in the same block as the item frame will prevent the frame from sending a signal as well.{{only|java}}

;{{BlockLink|Jukebox}}

: A jukebox outputs a signal strength indicating which music disc is currently playing. See the ''Minimum Items for Container Signal Strength'' table above.

;{{BlockLink|Lectern}}

: A lectern outputs a signal strength that depends on what page the player is currently on. The calculation used is:
:<code>'''''signal strength''''' = floor(1 + (('''''current page''''' - 1) / ('''''number of pages in book''''' - 1)) × 14)</code>
:This results in page 1 having a signal strength of 1, and the last page having a signal strength of 15. The exception is a single page book, which will output a signal strength of 15.
:For example, a book with 15 pages will output a signal equal to the current page number.  A book with 5 pages will output signal strengths of 1, 4, 8, 11 and 15 for the different pages. A book with 100 pages will have the signal strength increase to the next level on pages 1, 9, 16, 23, 30, 37, 44, 51, 58, 65, 72, 79, 86, 93 and 100.
:

;{{BlockLink|Respawn Anchor}}

: A respawn anchor outputs a signal strength of 0, 3, 7, 11, or 15, depending on the "charged" value.

;{{BlockLink|Sculk Sensor}}

: A sculk sensor outputs a signal strength depending on the type of vibration that is detected.

;{{BlockLink|Chiseled Bookshelf}}

: A chisled bookshelf outputs a signal strength between 1 and 6 indicating the last slot interacted with. When no slot has been interacted with yet, it outputs 0.
{{-}}

== Sounds ==
=== Generic ===
{{Edition|Java}}:
{{Sound table/Block/Stone/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}

=== Unique ===
{{edition|java}}:
{{Sound table
|rowspan=2
|sound=Click.ogg
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to subtraction mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.55
|distance=16}}
{{Sound table
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to comparison mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.5
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|rowspan=2
|sound=Click.ogg
|source=block
|description=When a comparator is set to subtraction mode
|id=block.click
|volume=0.2
|pitch=0.55}}
{{Sound table
|source=block
|description=When a comparator is set to comparison mode
|id=block.click
|volume=0.2
|pitch=0.5
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Redstone Comparator
|spritetype=block
|nameid=comparator
|foot=1}}
{{ID table
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=comparator
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Comparator
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Unpowered block
|spritename=unpowered-comparator
|spritetype=block
|nameid=unpowered_comparator
|id=149
|form=block
|translationkey=-}}
{{ID table
|displayname=Powered block
|spritename=powered-comparator
|spritetype=block
|nameid=powered_comparator
|id=150
|form=block
|translationkey=-}}
{{ID table
|displayname=Item
|spritename=redstone-comparator
|spritetype=item
|nameid=comparator
|id=522
|form=item
|foot=1}}
{{ID table
|notnamespaced=y
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=Comparator
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

=== Block data ===
A redstone comparator has a block entity associated with it that holds additional data about the block.

{{el|je}}:
{{see also|Block entity format}}
{{/BE}}

{{el|be}}:
: See [[Bedrock Edition level format/Block entity format]].

== Advancements ==
{{Load advancements|the power of books}}

== Video ==

<div style="text-align:center">{{yt|J7Z20Zzz3yU}}</div>

== History ==
{{info needed section|If {{bug|MC-50242}} also affected comparators?}}
''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
{{History|java}}
{{History||November 24, 2012|link=https://youtube.com/watch?v=YG9RNyRhIow&t=6m56s|[[Jeb]] stated that there may be a "capacitor" in [[Minecraft]]. }}
{{History||December 27, 2012|link={{tweet|Dinnerbone|284388625595125760}}|[[Dinnerbone]] released [https://web.archive.org/web/20190710120115/https://imgur.com/a/FBKed pictures] of the first version of the "comparator", stating it was a replacement for the "capacitor" idea that has variable, alternate inputs.}}
{{History||January 2, 2013|link={{tweet|Dinnerbone|286428595423965184}}|Dinnerbone released one more [http://dinnerbone.com/media/uploads/2013-01/screenshots/2013-01-02_12.06.47.png picture] of the comparator. The picture itself showing a digital-to-analog converter, using the comparator as the main [[block]].}}
{{History||1.5|snap=13w01a|[[File:Redstone Comparator (S) JE1.png|32px]] [[File:Powered Redstone Comparator (S) JE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.
|Redstone comparators have 0 delay.
At this point, block ID 149 was used for unpowered comparators, and block ID 150 for powered comparators.}}
{{History|||snap=13w01b|A delay of 1 game tick ({{frac|1|2}} redstone tick) has now been added to redstone comparators to fix bugs.
|The ability to measure containers to redstone comparators has now been added.}}
{{History|||snap=13w02a|[[File:Redstone Comparator (S) JE2.png|32px]] [[File:Powered Redstone Comparator (S) JE2.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2.png|32px]] The appearance of redstone comparators has now been changed - the top texture has changed to show [[quartz]] in the middle and the sides now use the [[smooth stone]] texture rather than the smooth stone slab side texture.
|The algorithm for measuring containers has now been changed so that redstone comparators output a signal with as few as 1 [[item]] in the container.}}
{{History|||snap=13w02b|Redstone comparators now treat large [[chest]]s as a single container.}}
{{History|||snap=13w03a|Redstone comparators now output success count of [[command block]]s.
|Redstone comparators now measure container [[minecart]]s on [[detector rail]]s.}}
{{History|||snap=13w04a|Redstone comparators now measure [[jukebox]]es.}}
{{History|||snap=13w05a|Redstone comparators no longer cause constant [[block]] updates. The delay has now been made consistent, and side input no longer causes a pulse output.
|Block 150 (later <code>powered_comparator</code>) is no longer used; powered state is now represented by the 8s bit on block 149 (later <code>unpowered_comparator</code>).}}
{{History|||snap=13w05b|Redstone comparator delay has now been changed from 1 game tick (1/2 [[redstone]] tick) to 2 game ticks (1 redstone tick).}}
{{History|||snap=13w09c|The redstone signal strength from a redstone comparator next to a [[brewing stand]] with 3 [[water bottle]]s in it is now the same as one with 3 water bottles and 1 ingredient in it.}}
{{History||1.6.1|snap=13w18a|Redstone comparators now measure [[cauldron]]s and [[end portal frame]]s.}}
{{History||1.8|snap=14w04a|Redstone comparators now measure [[item frame]]s.}}
{{History|||snap=14w10a|The torches under redstone comparators have now been shortened, which has changed the underside appearance from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]].}}
{{History|||snap=14w25a|[[File:Redstone Comparator (S) JE3.png|32px]] [[File:Powered Redstone Comparator (S) JE3.png|32px]] [[File:Subtracting Redstone Comparator (S) JE3.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE3.png|32px]] The torches on comparators are now subject to ambient occlusion.
|Comparators set to subtract mode appear to be powered as well regardless of incoming power. The subtracting-only model still exists and can be achieved through {{cmd|setblock}}.}}
{{History|||snap=14w25b|[[File:Subtracting Redstone Comparator (S) JE4.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE4.png|32px]] The powered front torch when in subtraction mode is now lower.
|Comparators set to subtract by hand now appear normally again.}}
{{History|||snap=14w28a|Redstone comparators now measure [[cake]]s.}}
{{History||1.9|snap=15w42a|With the addition of the [[blaze powder]] fuel slot, [[brewing stand]]s now have 5 slots instead of 4. Their original comparative power values from redstone comparators are listed below:
{{{!}} class{{=}}"wikitable collapsible collapsed" data-description{{=}}"Original values"
! Original values
{{!}}-
{{!}}
*0: 0
*1: 1
*2: 19
*3: 37
*4: 55
*5: 1s 10
*6: 1s 28
*7: 1s 46
*8: 2s
*9: 2s 19
*10: 2s 37
*11: 2s 55
*12: 3s 10
*13: 3s 28
*14: 3s 46
*15: 4s
{{!}}}
}}
{{History|||snap=15w47a|Redstone comparators' side inputs now take power from [[redstone block]]s.}}
{{History||1.13|snap=17w47a|All 3 IDs for the redstone comparator have now been merged into one ID: <code>comparator</code>.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]].
|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 149 and 150, and the [[item]]'s 404.
|As a result, the formerly unused comparator ID is now technically used again, due to both unpowered and powered versions being merged into a single comparator block ID.}}
{{History||1.14|snap=18w43a|[[File:Redstone Comparator (S) JE4.png|32px]] [[File:Powered Redstone Comparator (S) JE4.png|32px]] [[File:Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History|||snap=19w02a|Redstone comparators now measure [[lectern]]s.}}
{{History|||snap=19w03a|Redstone comparators now measure [[composter]]s.}}
{{History|||snap=19w12b|Redstone comparators can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
{{History||1.15|snap=19w34a|Redstone comparators now measure how much honey is inside [[beehive|bee hive]]s and [[bee nest]]s.}}
{{History||1.16|snap=20w06a|The way to calculate the input signals of redstone comparators has now been changed.}}
{{History|||snap=20w11a|The changes to the way of calculating the input signals of redstone comparators from [[Java Edition 20w06a|20w06a]] have now been reverted.}}
{{History|||snap=20w16a|Redstone comparators now measure [[Pigstep music disc]]s in [[jukebox]]es.}}
{{History||1.17|snap=20w45a|Redstone comparators now measure [[lava cauldron]]s.}}
{{History|||snap=20w46a|Redstone comparators now measure [[Cauldron#Holding powder snow|powder snow cauldron‌]]s.}}
{{History||1.18|snap=21w41a|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.19|snap=22w13a|Redstone comparators now generate as part of [[ancient cities]].}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Redstone comparators now measure [[chiseled bookshelves]].}}
{{History||1.20.2|snap=23w33a|Redstone comparators now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}

{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Redstone comparators now measure [[end portal frame]]s.}}
{{History||1.0.5|snap=alpha 1.0.5.0|Redstone comparators now output success count of [[command block]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Redstone comparators now measure [[shulker box]]es.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Redstone comparators now measure [[jukebox]]es.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]]}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Redstone comparators now measure [[smoker]]s, [[blast furnace]]s, [[lectern]]s and [[composter]]s.}}
{{History||1.18.10|snap=beta 1.18.10.20|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.20.30|snap=beta 1.20.30.20|Redstone comparators now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}

{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Redstone comparators can now measure [[item frame]]s.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] Added redstone comparators.}}
{{History|foot}}

=== Redstone comparator "items" ===
{{:Technical blocks/Redstone Comparator}}

== Issues ==
{{issue list}}

== Trivia ==
* Comparators do not emit redstone particles when powered, unlike redstone torches and repeaters.<ref>{{bug|MC-51692|||WAI}}</ref>

== Gallery ==
<gallery>
Dinnerbone Comparator 1.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 2.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 3.png|Dinnerbone showing how comparators work.
Dinnerbone Comparators 1.png|A contraption incorporating comparators.
Dinnerbone Comparators 2.png|Comparators in action.
Dinnerbone Comparators 3.png|Output specific signals.
Dinnerbone Comparator Thing.png|Another comparator in use.
Item Frame Comparator.png|Rotating the torch in the item frame adjusts the comparator's output.
</gallery>

== References ==
{{reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Mechanics]]
[[Category:Block entities]]
[[Category:Redstone mechanics]]
[[Category:Mechanisms]]
[[Category:Manufactured blocks]]
[[Category:Non-solid blocks]]

[[de:Redstone-Komparator]]
[[es:Comparador de redstone]]
[[fr:Comparateur de redstone]]
[[hu:Redstone-komparátor]]
[[ja:レッドストーンコンパレーター]]
[[ko:레드스톤 비교기]]
[[nl:Redstonevergelijker]]
[[pl:Komparator]]
[[pt:Comparador de redstone]]
[[ru:Компаратор]]
[[uk:Редстоуновий компаратор]]
[[zh:红石比较器]]</li></ul></nowiki>
build 1Chunk jittering at extreme coordinates no longer occurs.
Bedrock Edition
1.17.30
{{Extension DPL}}<ul><li>[[Redstone Dust|Redstone Dust]]<br/>{{Redirect|Redstone|the ore|Redstone Ore|the powered mineral block|Block of Redstone|other uses|Redstone (disambiguation)}}
{{Block
| group = Inactive (connected)
| 1-1= Inactive Redstone Wire (NESW).png
| 1-2 = Inactive Redstone Wire (NESW) BE.png
| group2 = Inactive (unconnected)
| 2-1 = Inactive Redstone Wire (unconnected).png
| 2-2 = Inactive Redstone Wire (unconnected).png
| group3 = Active (connected) 
| 3-1 = Active Redstone Wire (NESW).png
| 3-2 = Active Redstone Wire (NESW) BE.png
| group4 = Active (unconnected)
| 4-1 = Active Redstone Wire (unconnected).png
| 4-2 = Active Redstone Wire (unconnected).png
| image = Redstone Dust JE2 BE2.png
| extratext = [[#Gallery|View all renders]]
| transparent = Yes
| light = No
| tool = all
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
}}
'''Redstone dust''' is a mineral that can transmit [[Redstone circuit#Power|redstone power]] as a wire when placed as a [[block]]. It is also used in [[crafting]] and [[brewing]].

== Obtaining ==
=== Mining ===
{{see also|Redstone Ore#Natural generation}}
[[Redstone ore]] mined using an iron [[pickaxe]] or higher drops 4 or 5 redstone dust (or more with [[Fortune]], averaging at 6 redstone dust with Fortune III). If mined with [[Silk Touch]], the block drops itself instead of redstone dust.

=== Natural generation ===
15 lengths of redstone dust are naturally generated as part of the trap in each [[jungle pyramid]]. 5 lengths of redstone dust can be found in one type of jail cell room in a [[woodland mansion]]. In [[Ancient City|ancient cities]], multiple pieces of redstone dust can be found integrated into circuitry.

=== Breaking ===
Redstone dust can be broken instantly using any tool, or without a tool, and drops itself as an item.

Redstone dust is removed and drops 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

=== Mob loot ===
[[Witch]]es have a chance of dropping 0–2 redstone dust upon death. This is increased by 1 per level of [[Looting]], for a maximum of 0–5 redstone dust.

=== Chest loot ===
{{LootChestItem|redstone}}

=== Crafting ===
Redstone dust can be crafted from [[blocks of redstone]].
{{Crafting
|Block of Redstone
|Output=Redstone Dust,9
|type=Redstone
}}

=== Smelting ===
{{Smelting
|showname=1
|Redstone Ore; Deepslate Redstone Ore
|Redstone Dust
|0.7
}}

=== Trading ===
{{IN|java}}, novice-level cleric [[villager]]s sell two redstone dust for one [[emerald]].

{{IN|bedrock}}, novice-level cleric villagers sell four redstone dust for one emerald.

=== Villager gifts ===
{{see also|Tutorials/Raid farming}}
{{IN|Java}}, when the player has the [[Hero of the Village]] status effect, clerics might throw that player a redstone dust as a gift.

== Usage ==
Redstone dust is used for [[#Brewing ingredient|brewing]], [[#Crafting ingredient|crafting]], and in redstone circuits by placing it on the ground to create [[#Redstone component|redstone wire]]. It can also be used to power redstone components.

=== Brewing ingredient ===
{{Brewing
  |head=1
  |Redstone Dust
  |Mundane Potion
  |base=Water Bottle
}}
{{Brewing
  |foot=1
  |name=Increased Duration
  |Redstone Dust
  |showbase=1
  |base=Potion of Fire Resistance; Potion of Invisibility; Potion of Night Vision; Potion of Poison; Potion of Regeneration; Potion of Slowness; Potion of Strength; Potion of Swiftness; Potion of Water Breathing; Potion of Weakness; Potion of Leaping; Potion of Slow Falling
}}

=== Crafting ingredient ===
{{crafting usage|Redstone Dust}}

=== {{anchor|Redstone dust}} Redstone component ===
When placed in the world, redstone dust becomes a block of "redstone wire"{{Info needed|other blco? BE?}}, which can transmit [[Redstone circuit#Power|redstone power]].

=== Smithing ingredient ===
{{Smithing
|head=1
|ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Redstone Dust
|Any Armor Trim Smithing Template
|Netherite Chestplate
|Redstone
|Redstone Trim Netherite Chestplate
|showdescription=1
|description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.<br/>
|tail=1
}}

;Trim color palette
The following color palette is shown on the designs on trimmed armor:
*{{TrimPalette|redstone dust}}

=== Placement ===
[[File:Redstone wire as circuit component.png|Examples of redstone wire configuration. ''Top Left:'' Redstone wire connects diagonally vertically through non-opaque blocks. ''Top Right:'' Redstone wire does ''not'' connect diagonally vertically through opaque blocks. ''Center:'' Redstone wire gets darker as its power level drops, to a maximum of 15 blocks from a power source.|thumb]]
[[File:Redstone on Glowstone, Stairs, Slabs.png|Examples of redstone wire placements.|thumb]]
Redstone dust can be placed on [[opaque]] blocks as well as [[glowstone]], upside-down [[slab]]s, [[glass]], upside-down [[stairs]], and [[hopper]]s. It can also be placed on some transparent blocks; see [[Opacity/Placement]] for more information. It cannot be placed suspended in midair, even with commands, which is not unintentional.<ref>{{bug|MC-182709}}</ref>

Redstone wire configures itself to point toward adjacent redstone [[Redstone components#Power components|power components]] and [[Redstone components#Transmission components|transmission component]] connection points. Redstone wire also configures itself to point toward adjacent redstone wire one block higher or lower – unless there is a solid opaque block above the lower redstone wire.

If there is only one such adjacent redstone component, redstone wire configures itself into a {{BlockSprite|redstone-dust}} line pointing both at the neighbor and away from it. If there are two or more such adjacent components, redstone wire connects them in the form of {{BlockSprite|redstone-dust}}, {{BlockSprite|redstone-dust-upleft}}, {{BlockSprite|redstone-dust-t-up}}, or {{BlockSprite|redstone-dust-cross}} as needed.

When there are no adjacent components, a single redstone wire configures itself into a {{BlockSprite|redstone-dust-cross}} plus sign, which can provide power in all four directions. By right-clicking it can be changed into a {{BlockSprite|redstone-dust-dot}} dot, which does not provide power to any of the four directions.

{{IN|bedrock}}, redstone wire automatically configures itself to point toward adjacent blocks or [[Redstone components#Mechanism components|mechanism components]]. {{IN|java}}, it does not. If such a configuration is desired, the other neighbors of the redstone wire must be arranged to create it, i.e the redstone dust must be placed in a way that it would be pointed at the block’s location even if it were not there.

When redstone wire is reconfigured after placement, it does not update other redstone components around it of the change unless that reconfiguration also includes a change in power level or another component provides an update. This can create situations where a mechanism component remains activated when it shouldn't, or vice versa, until it receives an update from something else – a "feature" of redstone wire that can be used to make a [[BUD|block update detector]].

{{-}}

=== Behavior ===
{{Schematic|caption=

{{IN|be}}, the signal can go down from glass blocks.

 |||rd-$ew!|RL-!||||rd-$ew!|RL-!|-
 |rt-$!|rd-$ew!|SB|||rt-$!|rd-$ew!|glass||-
 |ts-$|SB|rd-$ew|RL||ts-$|SB|rd-$ew!|RL-!

}}{{Schematic|caption =

However, the signal can never go down from slabs.

 |||rd-$ew!|RL-!||||rd-$ew!|RL-!|-
 |rt-$!|rd-$ew!|SB|||rt-$!|rd-$ew!|glass||-
 |ts-$|ts-$|rd-$ew|RL||ts-$|ts-$|rd-$ew|RL
}}

Redstone wire can transmit power, which can be used to operate [[Redstone components#Mechanism components|mechanism components]] ([[door]]s, [[piston]]s, [[redstone lamp]]s, etc.).
Redstone wire can be "powered" by a number of methods:
* from an adjacent [[Redstone components#Power components|power component]] or a strongly-powered block
* from the output of a redstone repeater or redstone comparator
* from adjacent redstone wire. The powering dust can be a level higher or lower, but with restrictions:
** Redstone dust can be powered by redstone dust that is one level lower, or on an [[opaque]] block one level higher. A transparent block cannot{{only|java}} pass power downward.
** The block "between" the two dust blocks must be air or transparent. A solid block there "cuts" the connection between the higher and lower dust.

The "power level" of redstone dust can vary from 0 to 15. Most power components power-up adjacent redstone dust to power level 15, but a few ([[daylight sensor]]s, [[trapped chest]]s, and [[weighted pressure plate]]s) may create a lower power level. Redstone repeaters output power level 15 (when turned on), but [[redstone comparator]]s may output a lower power level.

{{Schematic | caption =

Redstone wire can transmit power up to 15 blocks.

 |rt-$!|rd-$ew!+15|rd-$ew!+14|rd-$ew!+13|rd-$ew!+12|rd-$ew!+11|rd-$ew!+10|rd-$ew!+9
 |rd-$ew!+8|rd-$ew!+7|rd-$ew!+6|rd-$ew!+5|rd-$ew!+4|rd-$ew!+3|rd-$ew!+2|rd-$ew!+1|rd-$ew+0

}}
Power level drops by 1 for every block of redstone wire it crosses. Thus, redstone wire can transmit power for no more than 15 blocks. To go further, the power level must be re-strengthened – typically with a redstone repeater.

Powered redstone wire on top of, or pointing at, an opaque block provides ''weak'' power to the block. A weakly-powered block cannot power other adjacent redstone wire, but can still power redstone repeaters and comparators, and activate adjacent mechanism components. Transparent blocks cannot be powered.

When redstone wire is unpowered, it appears dark red. When powered, it becomes bright red at power level 15, fading to darker shades with decreasing power. Powered redstone wire also produces "dust" [[particles]] of the same color.

While redstone wire always provides power to the directions it points into, it can still point into directions in which it cannot give power. If redstone wire comes in the form of a cross, the player can right-click to toggle it between a cross and dot. A redstone dot does not power anything adjacent to it, but powers the block under it.

== Sounds ==
{{Sound table/Block/Normal}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Redstone Dust
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=redstone-dust
|spritetype=block
|nameid=redstone_wire
|form=block}}
{{ID table
|displayname=Item
|spritename=redstone-dust
|spritetype=item
|nameid=redstone
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Dust
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=redstone-dust
|spritetype=block
|nameid=redstone_wire
|id=55
|form=block}}
{{ID table
|displayname=Item
|spritename=redstone-dust
|spritetype=item
|nameid=redstone
|id=373
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}

{{/BS}}

{{LoadPage|Redstone Dust/Asset history|List of block state combinations|h4}}

== Achievements ==
{{load achievements|Dispense With This}}

== Video ==
{{Video note|These videos do not show all uses for redstone in crafting and all methods of obtaining. This video is also outdated, as of 1.13 Java Edition, redstone is now called Redstone Dust.}}

<div style="text-align:center">
<span style="display:inline-block">{{yt|zldqknGFWb4}}</span>
<span style="display:inline-block">{{yt|_IApwvCLJW8}}</span>
</div>

== History ==
{{History||May 21, 2009|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/110762705/my-list-on-tile-types-so-far|[[Notch]] shows interest in adding wire-type [[block]]s.}}
{{History|java alpha}}
{{History||v1.0.1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone dust as an [[item]].
|[[File:Inactive Redstone Wire (NS) JE1.png|32px]] [[File:Inactive Redstone Wire (EW) JE1.png|32px]] [[File:Inactive Redstone Wire (NE) JE1.png|32px]] [[File:Inactive Redstone Wire (ES) JE1.png|32px]] [[File:Inactive Redstone Wire (SW) JE1.png|32px]] [[File:Inactive Redstone Wire (NW) JE1.png|32px]] [[File:Inactive Redstone Wire (NEW) JE1.png|32px]] [[File:Inactive Redstone Wire (NES) JE1.png|32px]] [[File:Inactive Redstone Wire (ESW) JE1.png|32px]] [[File:Inactive Redstone Wire (NSW) JE1.png|32px]] [[File:Inactive Redstone Wire (NESW) JE1.png|32px]]<br>[[File:Active Redstone Wire (NS) JE1.png|32px]] [[File:Active Redstone Wire (EW) JE1.png|32px]] [[File:Active Redstone Wire (NE) JE1.png|32px]] [[File:Active Redstone Wire (ES) JE1.png|32px]] [[File:Active Redstone Wire (SW) JE1.png|32px]] [[File:Active Redstone Wire (NW) JE1.png|32px]] [[File:Active Redstone Wire (NEW) JE1.png|32px]] [[File:Active Redstone Wire (NES) JE1.png|32px]] [[File:Active Redstone Wire (ESW) JE1.png|32px]] [[File:Active Redstone Wire (NSW) JE1.png|32px]] [[File:Active Redstone Wire (NESW) JE1.png|32px]] Added redstone dust as a placed [[block]]. 
|Redstone dust as a placed block has two power appearances; either completely on, or completely off.
|Redstone dust is used to craft [[redstone torch]]es.
|At this time, redstone has not been given an official name.}}
{{History||v1.0.2_01|Redstone dust now doesn't connect through solid [[block]]s diagonally down.{{needs testing|may have been changed in v1.0.2|type=untestable}}
|Walking on redstone dust no longer [[breaking|breaks]] it.{{needs testing|may have been changed in v1.0.2|type=untestable}}
|Active redstone dust now gives off [[particles]].{{needs testing|may have been changed in v1.0.2|type=untestable}}}}
{{History||v1.1.0|Redstone is now used to craft [[compass]]es.}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|Redstone is now used to craft [[clock]]s.}}
{{History|java beta}}
{{History||1.0|With the addition of inventory tooltips, the [[item]] form of redstone dust has been named "Redstone", and the usually unobtainable block form has been named "Redstone Dust".}}
{{History||1.2|Redstone is now used to craft [[dispenser]]s and [[note block]]s.}}
{{History||1.3|[[File:Inactive Redstone Wire (NS) JE2.png|32px]] [[File:Inactive Redstone Wire (EW) JE2.png|32px]] [[File:Inactive Redstone Wire (NE) JE2.png|32px]] [[File:Inactive Redstone Wire (ES) JE2.png|32px]] [[File:Inactive Redstone Wire (SW) JE2.png|32px]] [[File:Inactive Redstone Wire (NW) JE2.png|32px]] [[File:Inactive Redstone Wire (NEW) JE2.png|32px]] [[File:Inactive Redstone Wire (NES) JE2.png|32px]] [[File:Inactive Redstone Wire (ESW) JE2.png|32px]] [[File:Inactive Redstone Wire (NSW) JE2.png|32px]] [[File:Inactive Redstone Wire (NESW) JE2.png|32px]]<br>[[File:Active Redstone Wire (NS) JE2.png|32px]] [[File:Active Redstone Wire (EW) JE2.png|32px]] [[File:Active Redstone Wire (NE) JE2.png|32px]] [[File:Active Redstone Wire (ES) JE2.png|32px]] [[File:Active Redstone Wire (SW) JE2.png|32px]] [[File:Active Redstone Wire (NW) JE2.png|32px]] [[File:Active Redstone Wire (NEW) JE2.png|32px]] [[File:Active Redstone Wire (NES) JE2.png|32px]] [[File:Active Redstone Wire (ESW) JE2.png|32px]] [[File:Active Redstone Wire (NSW) JE2.png|32px]] [[File:Active Redstone Wire (NESW) JE2.png|32px]] Redstone wire gets darker the farther away it is from a source of power, using a dedicated [[tint]] system. Previously, it was fully on until it reached its limit.
|Its particles now appear gray due to not being tinted.
|Redstone is now used to craft [[redstone repeater]]s.}}
{{History||1.5|[[File:Inactive Redstone Wire (NS) JE3.png|32px]] [[File:Inactive Redstone Wire (EW) JE3.png|32px]] [[File:Inactive Redstone Wire (NE) JE3.png|32px]] [[File:Inactive Redstone Wire (ES) JE3.png|32px]] [[File:Inactive Redstone Wire (SW) JE3.png|32px]] [[File:Inactive Redstone Wire (NW) JE3.png|32px]] [[File:Inactive Redstone Wire (NEW) JE3.png|32px]] [[File:Inactive Redstone Wire (NES) JE3.png|32px]] [[File:Inactive Redstone Wire (ESW) JE3.png|32px]] [[File:Inactive Redstone Wire (NSW) JE3.png|32px]] [[File:Inactive Redstone Wire (NESW) JE3.png|32px]]<br>[[File:Active Redstone Wire (NS) JE3.png|32px]] [[File:Active Redstone Wire (EW) JE3.png|32px]] [[File:Active Redstone Wire (NE) JE3.png|32px]] [[File:Active Redstone Wire (ES) JE3.png|32px]] [[File:Active Redstone Wire (SW) JE3.png|32px]] [[File:Active Redstone Wire (NW) JE3.png|32px]] [[File:Active Redstone Wire (NEW) JE3.png|32px]] [[File:Active Redstone Wire (NES) JE3.png|32px]] [[File:Active Redstone Wire (ESW) JE3.png|32px]] [[File:Active Redstone Wire (NSW) JE3.png|32px]] [[File:Active Redstone Wire (NESW) JE3.png|32px]] Fully off redstone wire is no longer black.
|Redstone dust can now be placed on [[snow]].
|Redstone is now used to craft [[powered rail]]s and [[detector rail]]s.}}
{{History||1.6.6|Redstone dust now checks if the block below has a solid top face or [[glowstone]], allowing it to be placed on it.}}
{{History||1.7|Redstone dust now connects to a [[redstone repeater|repeater]] without the dust being explicitly pointed at it.
|Redstone can now be used to craft [[piston]]s.}}
{{History||1.8|snap=Pre-release|Redstone can now be found in the new [[stronghold]] storeroom [[chest]]s, and in the new [[mineshaft]] chests.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Redstone can now be [[brewing|brewed]] in a [[water bottle]] to create a [[mundane potion]].
|Redstone can now be found in the new [[stronghold]] altar [[chest]]s.
|Redstone now extends the [[potion]]s of [[Fire Resistance]], [[Slowness]], [[Swiftness]], [[Poison]], [[Weakness]] and [[Strength]].}}
{{History|||snap=Beta 1.9 Prerelease 4|Redstone now extends the new potion of [[Regeneration]].}}
{{History|||snap=RC1|[[File:Inactive Redstone Wire (unconnected) JE1.png|32px]] <br>[[File:Active Redstone Wire (unconnected) JE1.png|32px]] Redstone dust placement on one [[block]] has been changed from a "+" to a "•" shape.}}
{{History||?|Redstone wire block particles are now correctly colored.}}
{{History||1.1|snap=11w49a|Fixed redstone update bug.{{more info}}}}
{{History||1.2.1|snap=12w06a|Redstone can now be placed on [[glowstone]].}}
{{History|||snap=12w07a|Redstone is now used to craft [[redstone lamp]]s.}}
{{History||1.3.1|snap=12w21a|Redstone can now be [[trading|bought]] from priest [[villager]]s, at 2–4 redstone for 1 [[emerald]], making them [[renewable]].}}
{{History|||snap=12w22a|Redstone dust now generates in [[jungle temple]]s.}}
{{History|||snap=12w25a|Redstone dust can now be placed on top of upside-down [[slabs]] and [[stairs]].}}
{{History||1.4.2|snap=12w34a|Redstone now extends the new [[potion]]s of [[Night Vision]] and [[Invisibility]].}}
{{History|||snap=12w38a|[[Witch]]es have been added, which sometimes [[drops|drop]] redstone when killed.}}
{{History||1.5|snap=13w01a|Redstone can now be used to craft [[blocks of redstone]] and [[dropper]]s.}}
{{History||1.7.2|snap=13w36a|Redstone now extends the new [[potion]] of [[Water Breathing]].}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed: cleric [[villager]]s now [[trading|sell]] 1–4 redstone for 1 [[emerald]].}}
{{History|||snap=14w25a|Redstone dust no longer changes to [[obsidian]] next to water when [[lava]] flows into it.}}
{{History|||snap=14w27a|Redstone now extends the new [[potion]] of [[Leaping]].}}
{{History||1.9|snap=15w31a|[[File:Inactive Redstone Wire (unconnected) JE2.png|32px]] [[File:Inactive Redstone Wire (NS) JE4.png|32px]] [[File:Inactive Redstone Wire (EW) JE4.png|32px]] [[File:Inactive Redstone Wire (NE) JE4.png|32px]] [[File:Inactive Redstone Wire (ES) JE4.png|32px]] [[File:Inactive Redstone Wire (SW) JE4.png|32px]] [[File:Inactive Redstone Wire (NW) JE4.png|32px]] [[File:Inactive Redstone Wire (NEW) JE4.png|32px]] [[File:Inactive Redstone Wire (NES) JE4.png|32px]] [[File:Inactive Redstone Wire (ESW) JE4.png|32px]] [[File:Inactive Redstone Wire (NSW) JE4.png|32px]] [[File:Inactive Redstone Wire (NESW) JE4.png|32px]]<br>[[File:Active Redstone Wire (unconnected) JE2.png|32px]] [[File:Active Redstone Wire (NS) JE4.png|32px]] [[File:Active Redstone Wire (EW) JE4.png|32px]] [[File:Active Redstone Wire (NE) JE4.png|32px]] [[File:Active Redstone Wire (ES) JE4.png|32px]] [[File:Active Redstone Wire (SW) JE4.png|32px]] [[File:Active Redstone Wire (NW) JE4.png|32px]] [[File:Active Redstone Wire (NEW) JE4.png|32px]] [[File:Active Redstone Wire (NES) JE4.png|32px]] [[File:Active Redstone Wire (ESW) JE4.png|32px]] [[File:Active Redstone Wire (NSW) JE4.png|32px]] [[File:Active Redstone Wire (NESW) JE4.png|32px]] Some slight changes have been made to redstone wire's appearance - the dot now extends outward with two more pixels, and the south-facing section of bends, T shapes and crosses now has one fewer pixel. It also appears straighter and more continuous in straight wire form.
|Redstone can no longer be added to extended [[potion]]s or tier-II potions.}}
{{History|||snap=15w44a|The average yield of redstone from [[dungeon]] [[chest]]s has been cut by more than half.
|The average yield of redstone in [[mineshaft]] chests has been increased.}}
{{History|||snap=15w46a|The hitbox of redstone now covers only part of the surface of the [[block]] below, based on the orientation of the redstone.}}
{{History||1.11|snap=16w39a|Redstone dust can now be found in chests in [[woodland mansion]]s.
|Redstone can now used to craft [[observer]]s.}}
{{History||1.13|snap=17w47a|The [[item]] form of "Redstone" has been renamed to "Redstone Wire".
|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 55, and the [[item]]'s 331.}}
{{History|||snap=17w48a|"Redstone" has been renamed to "Redstone Dust".}}
{{History|||snap=18w07a|Redstone now extends the new [[potion of the Turtle Master]].}}
{{History||1.14|snap=18w43a|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone dust has been changed.}}
{{History|||snap=18w50a|Redstone dust can now be found in chests in [[village]] temples.}}
{{History|||snap=19w12b|Redstone dust can now be placed on [[glass]], [[ice]] and [[sea lantern]]s.}}
{{History|||snap=19w13a|Cleric villagers now give redstone dust to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w06a|Redstone dust now has a bottom texture.}}
{{History|||snap=20w09a|Redstone can now be used to craft [[target]]s.}}
{{History|||snap=20w18a|Redstone dust placement on one [[block]] has been changed from a "•" back to a "+" shape.
|Redstone dust's hitbox is now no longer strictly a cuboid, and more closely matches the shape of the wiring.<ref>{{bug|MC-137336}}</ref>
|Upward going redstone dust now has a hitbox on the side of the [[block]] too, rather than only on the floor.<ref>{{bug|MC-153508}}</ref>
|Unconnected redstone dust now has all direction block states set to "side".
|The direction block states of redstone dust are now properly set to "side" at the end of a redstone wire on both ends, rather than only the one with other redstone besides it.
|[[File:Inactive Redstone Wire (N).png|32px]] [[File:Inactive Redstone Wire (E).png|32px]] [[File:Inactive Redstone Wire (S).png|32px]] [[File:Inactive Redstone Wire (W).png|32px]]<br>[[File:Active Redstone Wire (N).png|32px]] [[File:Active Redstone Wire (E).png|32px]] [[File:Active Redstone Wire (S).png|32px]] [[File:Active Redstone Wire (W).png|32px]] While not accessible in normal gameplay, redstone dust that points into one side, but not the opposite, now visually reaches halfway across the [[block]].}}
{{History|||snap=20w19a|Redstone dust now visually connects when going up [[soul sand]], 8-layer [[snow]] stacks and the back side of upside-down [[stairs]].
|[[Particles]] are now generated across the length of the redstone wire rather than the center of the [[block]].}}
{{History|||snap=20w21a|Redstone dust placement on one [[block]] is now toggleable between a "+" and a "•" shape, by {{control|interacting}} with it.}}
{{History||1.17|snap=21w08a|Redstone dust can now drop and be smelted from [[deepslate redstone ore]].}}
{{History||1.19|snap=22w13a|Redstone wire now generates in [[Ancient City|ancient cities]].}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Redstone dust can now be used as an armor trim material.}}

{{History|pocket alpha}}
{{History||v0.8.0|snap=build 1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone as an [[item]]. 
|Redstone is now [[drops|dropped]] when [[breaking|mined]] from [[redstone ore]].
|Redstone can be used to craft [[compass]]es and [[clock]]s.}}
{{History|||snap=build 2|Redstone can now be used to craft [[powered rail]]s.}}
{{History||v0.11.0|snap=build 1|Redstone is now used to craft [[redstone block]]s.}}
{{History||v0.12.1|snap=build 1|Redstone has been added to the [[Creative]] [[inventory]], but it still cannot be placed. }}
{{History||v0.13.0|snap=build 1|Redstone can now be placed.
|Redstone is now used to craft [[redstone lamp]]s, [[note block]]s, [[detector rail]]s and [[redstone torch]]es.}}
{{History||v0.14.0|snap=build 1|Redstone is now used to craft [[dispenser]]s and [[dropper]]s.}}
{{History||v0.15.0|snap=build 1|Redstone is now used to craft [[piston]]s and [[observer]]s.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Cleric [[villager]]s now [[trading|sell]] 1–4 redstone for an [[emerald]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Redstone can now be found in [[woodland mansion]]s.}}
{{History|bedrock}}
{{History||?|[[File:Inactive Redstone Wire (NE) BE.png|32px]] [[File:Inactive Redstone Wire (ES) BE.png|32px]] [[File:Inactive Redstone Wire (SW) BE.png|32px]] [[File:Inactive Redstone Wire (NW) BE.png|32px]] [[File:Inactive Redstone Wire (NEW) BE.png|32px]] [[File:Inactive Redstone Wire (NES) BE.png|32px]] [[File:Inactive Redstone Wire (ESW) BE.png|32px]] [[File:Inactive Redstone Wire (NSW) BE.png|32px]] [[File:Inactive Redstone Wire (NESW) BE.png|32px]]<br>[[File:Active Redstone Wire (NE) BE.png|32px]] [[File:Active Redstone Wire (ES) BE.png|32px]] [[File:Active Redstone Wire (SW) BE.png|32px]] [[File:Active Redstone Wire (NW) BE.png|32px]] [[File:Active Redstone Wire (NEW) BE.png|32px]] [[File:Active Redstone Wire (NES) BE.png|32px]] [[File:Active Redstone Wire (ESW) BE.png|32px]] [[File:Active Redstone Wire (NSW) BE.png|32px]] [[File:Active Redstone Wire (NESW) BE.png|32px]]<br>Placed redstone now assumes its current appearance with a more solid center. Its linear state appearences are unknown.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Redstone can now be found in [[desert]] [[village]] temple [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Cleric [[villager]]s now [[trading|sell]] 4 redstone as part of their first tier [[trading|trade]].}}
{{History||1.16.210|snap=beta 1.16.210.57|"Redstone" has been renamed to "Redstone Dust".}}
{{History||1.17.0|snap=beta 1.16.230.52|Redstone dust can now drop and be smelted from [[deepslate redstone ore]].}}
{{History||1.19.0|snap=beta 1.19.0.26|Redstone wire now generates in [[Ancient City|ancient cities]].}}
{{History||1.19.80|snap=beta 1.19.80.21|Redstone dust can now be used as an armor trim material.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone.}}
{{History||xbox=TU3|Redstone now connects to a [[redstone repeater|repeater]] without the dust being explicitly pointed at it.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone has been changed.}}
{{History||ps=1.95|Redstone can now be placed on [[glass]].}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone dust.}}
{{History|foot}}

=== Redstone wire "item" ===
{{:Technical blocks/Redstone Wire}}

== Gallery ==
=== Renders ===
; Java Edition
<gallery>
Inactive Redstone Wire (NESW).png | 
Inactive Redstone Wire (unconnected).png | 
Inactive Redstone Wire (NS).png | 
Inactive Redstone Wire (EW).png | 
Inactive Redstone Wire (NE).png | 
Inactive Redstone Wire (ES).png | 
Inactive Redstone Wire (SW).png | 
Inactive Redstone Wire (NW).png | 
Inactive Redstone Wire (NEW).png | 
Inactive Redstone Wire (NES).png | 
Inactive Redstone Wire (ESW).png | 
Inactive Redstone Wire (NSW).png
</gallery>
<gallery>
Active Redstone Wire (NESW).png | 
Active Redstone Wire (unconnected).png | 
Active Redstone Wire (NS).png | 
Active Redstone Wire (EW).png | 
Active Redstone Wire (NE).png | 
Active Redstone Wire (ES).png | 
Active Redstone Wire (SW).png | 
Active Redstone Wire (NW).png | 
Active Redstone Wire (NEW).png | 
Active Redstone Wire (NES).png | 
Active Redstone Wire (ESW).png | 
Active Redstone Wire (NSW).png
</gallery>

; Bedrock Edition
<gallery>
Inactive Redstone Wire (NESW) BE.png | 
Inactive Redstone Wire (NESW) BE.png | 
Inactive Redstone Wire (NS).png | 
Inactive Redstone Wire (EW).png | 
Inactive Redstone Wire (NE) BE.png | 
Inactive Redstone Wire (ES) BE.png | 
Inactive Redstone Wire (SW) BE.png | 
Inactive Redstone Wire (NW) BE.png | 
Inactive Redstone Wire (NEW) BE.png | 
Inactive Redstone Wire (NES) BE.png | 
Inactive Redstone Wire (ESW) BE.png | 
Inactive Redstone Wire (NSW) BE.png
</gallery>
<gallery>
Active Redstone Wire (NESW) BE.png | 
Active Redstone Wire (NESW) BE.png | 
Active Redstone Wire (NS).png | 
Active Redstone Wire (EW).png | 
Active Redstone Wire (NE) BE.png | 
Active Redstone Wire (ES) BE.png | 
Active Redstone Wire (SW) BE.png | 
Active Redstone Wire (NW) BE.png | 
Active Redstone Wire (NEW) BE.png | 
Active Redstone Wire (NES) BE.png | 
Active Redstone Wire (ESW) BE.png | 
Active Redstone Wire (NSW) BE.png
</gallery>

=== Screenshots ===
<gallery>
Slab Stair Redstone.png|First image of redstone dust on top of slabs and stairs.
File:Olivia Tinkering.jpeg|[[Olivia]] using a scarce amount of redstone dust.
File:23w32a.jpg|[[Sunny]] using a very long strip of redstone dust.
</gallery>

=== In other media ===
<gallery>
Powered By Redstone JINX.jpg|Official T-shirt artwork "Powered By Redstone" made by [https://www.jinx.com JINX].
File:Redstone Behind Chiseled Bookshelf Pixel Art.png|Pixel art of redstone dust.
</gallery>

== Issues ==
{{issue list|redstone|redstone dust|redstone wire}}

== Trivia ==
* Five updates for [[wikipedia:Windows 10 version history|Windows 10]] released from 2016 to 2018 were codenamed "Redstone", referencing ''Minecraft''.<ref>{{link|url=https://www.theverge.com/2015/4/7/8364355/microsoft-redstone-windows-updates|title=Microsoft plans ‘Redstone’ updates for Windows 10 in 2016|author=Tom Warren|website=The Verge|date=April 7, 2015}}</ref>
* The block has 1,296 possible block state combinations, the highest of all blocks as of 1.15.2, beating [[fire]]'s 512 and [[note block]]'s 800.
* According to {{el|ee}}, redstone dust contains radioactive [[element]]s.

== References ==
{{Reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Redstone mechanics]]
[[Category:Mechanisms]]
[[Category:Mechanics]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]
[[Category:Brewing recipe]]

[[cs:Rudit]]
[[de:Redstone]]
[[el:Σκόνη Κοκκινόπετρας]]
[[es:Polvo de redstone]]
[[fr:Poudre de redstone]]
[[hu:Redstone]]
[[it:Polvere di redstone]]
[[ja:レッドストーンダスト]]
[[ko:레드스톤 가루]]
[[nl:Redstonestof]]
[[pl:Redstone]]
[[pt:Pó de redstone]]
[[ru:Красная пыль]]
[[th:ผงเรดสโตน]]
[[tr:Kızıltaş]]
[[uk:Редстоун]]
[[zh:红石粉]]</li><li>[[Beetroot Seeds|Beetroot Seeds]]<br/>{{Block
| group = Age 0
| 1-1 = Beetroots Age 0.png
| 1-2 = Beetroots Age 0 BE.png
| group2 = Age 1
| 2-1 = Beetroots Age 1.png
| 2-2 = Beetroots Age 1 BE.png
| group3 = Age 2
| 3-1 = Beetroots Age 2.png
| 3-2 = Beetroots Age 2 BE.png
| group4 = Age 3
| 4-1 = Beetroots Age 3.png
| 4-2 = Beetroots Age 3 BE.png
|image=Beetroot Seeds JE2 BE2.png
|transparent=Yes
|light=No
|tool=Any
|renewable=Yes
|stackable=Yes (64)
|flammable=No
|lavasusceptible=No
}}
'''Beetroot seeds''' are items that can be used to plant beetroot crops.

'''Beetroot crops''' are planted in [[farmland]] and used to grow [[beetroot]] and beetroot seeds.

== Obtaining ==

=== Natural generation ===
[[Village]] farms have a chance of growing beetroot. The exact chance depends on the village:

{| class="wikitable"
! Village style !! Chance
|-
| {{EnvSprite|desert-village}} Desert || 20%
|-
| {{EnvSprite|plains-village}} Plains || 5%
|}

=== Breaking ===
Harvesting fully-grown beetroot yields from 1 to 4 seeds per crop harvested ({{frac|2|5|7}} seeds per crop harvested on average). The [[Fortune]] enchantment can be used to improve the drop rate.

=== Chest loot ===
{{LootChestItem|beetroot-seeds}}

=== Trading ===

Beetroot seeds are sold by [[wandering trader]]s for one [[emerald]].

== Usage ==

=== Farming ===
Beetroot seeds can be placed on [[farmland]]. After being placed, it goes through four stages of growth. When fully grown it can be broken to produce beetroot seeds and beetroots.

<!-- Java Edition only? -->While beetroot crops have only four growth stages compared to eight for [[wheat]], [[carrot]]s, and [[potato]]es, each growth tick has a {{frac|1|3}} chance of not advancing the growth stage and therefore beetroot grows slightly faster than other crops.

Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. One application of [[bonemeal]] has a 75% chance of advancing growth by one stage. This is less effective than for other crops: an average of {{frac|5|1|3}} are needed to fully grow beetroot compared to {{frac|2|2|7}} for other crops.

=== Breeding ===
Like other [[seeds]], beetroot seeds can be used to [[breed]] [[chicken]]s, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time.

=== Taming ===

Like other seeds, beetroot seeds can be used to tame [[parrot]]s.

=== Composting ===
Placing beetroot seeds into a [[composter]] has a 30% chance of raising the compost level by 1.

=== Trading ===
[[Wandering trader]]s may offer to sell beetroot seeds for one emerald.

== Sounds ==
{{Edition|Java}}:
{{Sound table/Block/Crop/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroots
|blocktags=bee_growables, crops
|form=block}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroot
|id=244
|form=block
|itemform=item.beetroot}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|id=295
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

== Advancements ==
{{load advancements|A Seedy Place}}

== History ==
{{History|java}}
{{History||1.9|snap=15w31a|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1.png|32px]] [[File:Beetroots Age 1 JE1.png|32px]] [[File:Beetroots Age 2 JE1.png|32px]] [[File:Beetroots Age 3 JE1.png|32px]] Added beetroot crops.
|Beetroot seeds can be found in [[end city]] [[chest]]s.
|Beetroot plants naturally generate in [[village]] farms.
|[[Villager]]s are able to harvest beetroot crops, but they are not yet able to pick up the seeds and plant them.}}
{{History|||snap=15w38a|The [[drop]] chances have been greatly improved from the average {{frac|4|5}} per beetroot crop harvested to 2.
|Villagers are now able to pick up and plant beetroot seeds.}}
{{History|||snap=15w44a|Beetroots now generate in [[dungeon]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Beetroot seeds are now found in the new [[woodland mansion]] chests.}}
{{History||1.12|snap=17w18b|Placing a beetroot seeds in farmland now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 458 and block's numeral ID was 244.}}
{{History||1.14|snap=18w43a|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]] The textures of beetroot crops have been changed.}}
{{History|||snap=18w49a|Beetroot seeds can now be found in chests in [[snowy tundra]] village houses.}}
{{History|||snap=19w03a|Placing beetroot seeds into the new [[composter]] has a 10% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Beetroot seeds now have a 30% chance of increasing the compost level in a composter.
|Added [[Wandering Trader|wandering trader]]s, which sell beetroot seeds.}}
{{History||1.15|snap=19w34a|[[Bee]]s can now pollinate beetroot crops.}}
{{History||1.17|snap=21w13a|[[File:Beetroots Age 0 JE3.png|32px]] [[File:Beetroots Age 1 JE3.png|32px]] [[File:Beetroots Age 2 JE3.png|32px]] [[File:Beetroots Age 3 JE3.png|32px]] The "crop" template model has changed such that pixels appear in the same physical positions on opposite sides of texture planes, changing the beetroot crop's appearance in the process.<ref>{{bug|MC-199242|||Fixed}}</ref>}}
{{History||1.18|snap=Pre-release 5|[[File:Beetroot Seeds JE3.png|32px]] The texture of beetroot seeds has been changed.}}
{{History||1.20|snap=23w12a|Beetroot seeds can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Beetroot seeds no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; beetroot seeds now are in the common loot.}}

{{History|pocket alpha}}
{{History||November 14, 2013|link=https://twitter.com/jbernhardsson/status/400902957782147072|[[Johan Bernhardsson]] previewed an image of beetroot seeds.}}
{{History||v0.8.0|snap=build 2|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added Beetroots seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added Beetroots crops.}}
{{History|||snap=build 3|Beetroots seeds now have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.11.0|snap=build 1|"Beetroots seeds" have been renamed to "Beetroot Seeds" and the capitalization has now also been fixed.<ref>{{bug|MCPE-7953|||Fixed}}</ref>}}
{{History||v0.12.1|snap=build 1|Beetroot seeds no longer have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.14.0|snap=build 1|Beetroot seeds can now be found in [[minecart with chest]]s inside of [[mineshaft]]s.}}
{{History||v0.16.2|Beetroot seeds can now be found in [[chest]]s inside the large house in [[ice plains]] and [[cold taiga]] [[village]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Beetroot seeds can now be found in the [[chest]]s of [[dungeon]]s and [[end city|end cities]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Beetroot seeds can now be found in [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Beetroot seeds can now be found inside [[bonus chest]]s.
|Beetroot seeds can now be used to tame [[parrot]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.
|Beetroot seeds are now [[trading|sold]] by the new [[wandering trader]]s.}}
{{History||1.11.0|snap=beta 1.11.0.1|Beetroot seeds can now be used to fill the [[composter]].
|Beetroot seeds can now be found in [[snowy tundra]] [[village]] house [[chest]]s.}}
{{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate beetroot crops.}}
{{History||?|[[File:Beetroots Age 0 BE.png|32px]] [[File:Beetroots Age 1 BE.png|32px]] [[File:Beetroots Age 2 BE.png|32px]] [[File:Beetroots Age 3 BE.png|32px]] Potato crop planes use a mapping that results in very unnatural mirroring when viewed from certain angles, such as northwest.<ref>{{bug|MCPE-146936}}</ref>}}

{{History|console}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==

<gallery>
Beetrootstwitpic.png|The first image released of beetroot seeds.
Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].
File:Beetroot farm.png|A beetroot garden.
</gallery>

== References ==
<references />

{{Blocks|vegetation}}
{{Items}}

[[Category:Plants]]
[[Category:Food]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]

[[cs:Semínka červené řepy]]
[[es:Semillas de remolacha]]
[[fr:Graines de betterave]]
[[it:Semi di barbabietola]]
[[ja:ビートルートの種]]
[[ko:비트 씨앗]]
[[nl:Bietenzaden]]
[[pl:Nasiona buraka]]
[[pt:Sementes de beterraba]]
[[ru:Семена свёклы]]
[[th:เมล็ดบีตรูท]]
[[zh:甜菜种子]]</li></ul></nowiki>
beta 1.17.20.20The Far Lands have been fixed, and terrain beyond X/Z ±12,550,821 for the most part generates normally.

Gallery

References

  1. MCPE-30198 — Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
  2. a b MCPE-102410 — Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
  3. MCPE-102412 — Sunflower slightly glitches after X/Z ±262,144
  4. MCPE-102351 — Rendering error beyond X/Z ±1,048,576
  5. https://youtu.be/-CWqHjVdQXo&t=19s
  6. https://youtu.be/wurHDkvIKhQ
  7. "MCPE uses single precision (faster and more mobile-friendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k."u/mojang_tommo on Reddit, May 5, 2014
  8. "So, I've teleported to X=32.000.000... the Stripe Lands?"@_tomcc (Tommaso Checchi) on X, May 5, 2014