REDSTONE COMPONENTS
Every redstone component in Minecraft. Signal behavior, crafting, uses, and common mistakes.
Minecraft has 37 redstone components, and this page lists every one of them: 13 power sources, 3 transmission, 12 mechanical and 9 triggers. Each has its own page with the signal it takes in, the signal it puts out, its delay in ticks, its crafting recipe and the block values behind it.
23 of the 37 can put out the full signal of 15, and 14 put out no redstone signal at all because their output is a physical action rather than a wire. 34 have a crafting recipe; the rest are mined or found. 4 give off light of their own, which matters more than people expect once you build indoors.
The table below is the fastest way to compare them. Every number in it is the number the game uses in Java Edition 26.2, and every row links to the full page for that component.

Power Sources
Blocks that generate redstone signals on their own or through player interaction.
Redstone Torch
A torch that emits a constant redstone signal of 15. Can be inverted (turned off) by powering the block it is attached to. Fundamental building block for NOT gates and memory circuits.
Block of Redstone
A solid block that provides a constant redstone signal of 15 in all directions. Can be pushed by pistons, making it essential for movable power sources in flying machines and piston circuits.
Lever
A switch that outputs a constant redstone signal of 15 when flipped ON. Toggle-based, stays in its current state until flipped again. Attaches to any solid surface.
Stone Button
A momentary switch that emits a redstone pulse of 15 for 10 redstone ticks (1 second) when pressed. Cannot be activated by arrows.
Wooden Button
A momentary switch that emits a redstone pulse of 15 for 15 redstone ticks (1.5 seconds). Can be activated by arrows, making it useful for arrow-triggered mechanisms.
Stone Pressure Plate
Outputs signal strength 15 when a player or mob stands on it. Does not detect items or arrows. Deactivates when the entity steps off.
Wooden Pressure Plate
Outputs signal strength 15 when any entity, dropped item, or arrow lands on it. More sensitive than stone pressure plates.
Heavy Weighted Pressure Plate
An iron pressure plate that outputs signal strength based on the number of entities on it. Every 10 entities adds 1 signal strength, up to 15. Used for entity counting.
Light Weighted Pressure Plate
A gold pressure plate that outputs signal strength based on entity count. Each entity adds 1 signal strength, up to 15. More sensitive than the heavy variant.
Daylight Detector
Outputs a redstone signal proportional to the current sunlight level. Can be inverted (right-click) to output based on darkness. Signal ranges from 0 to 15 depending on time of day.
Tripwire Hook
Placed in pairs with string between them. Outputs signal strength 15 when an entity passes through the string. Can span up to 40 blocks.
Sculk Sensor
A wireless redstone component that detects vibrations (footsteps, block placement, etc.) within a 9-block radius and outputs a redstone signal. Different vibrations produce different signal strengths.
Calibrated Sculk Sensor
A sculk sensor with an amethyst shard filter. Accepts a redstone signal input to filter which vibration frequencies it detects. Only triggers on the specified frequency.
Transmission
Blocks and items that carry, modify, or redirect redstone signals.
Redstone Dust
The primary signal carrier in redstone circuits. Placed on blocks to create wires. Signal strength decreases by 1 for each block of dust it travels through, from 15 down to 0.
Redstone Repeater
Extends, delays, and isolates redstone signals. Refreshes signal back to 15 regardless of input strength. Adjustable delay from 1 to 4 ticks. Can be locked by powering its side.
Redstone Comparator
A versatile component with two modes: compare mode (outputs back signal if back >= side) and subtract mode (outputs back - side). Can also read container fullness as an analog signal.
Mechanical
Blocks that convert redstone signals into physical movement or action.
Piston
Extends when powered, pushing up to 12 blocks in its facing direction. Cannot push obsidian, bedrock, or extended pistons. Does not pull blocks back when retracting.
Sticky Piston
Like a regular piston but pulls the attached block back when retracting. Essential for doors, drawbridges, and any mechanism that needs blocks to return to their original position.
Dispenser
A block that dispenses items when powered. Behavior depends on the item: shoots arrows/eggs/potions, places water/lava, equips armor on players, etc. Has 9 inventory slots.
Dropper
Similar to a dispenser but always drops items as entities or feeds them into adjacent containers. Does not shoot projectiles or use items. Essential for item transport systems.
Hopper
Collects items from above and transfers them to the container it points at. Can be locked (disabled) with a redstone signal. Transfers 1 item every 8 game ticks (0.4 seconds).
Note Block
Plays a musical note when powered. The instrument depends on the block below it, and the pitch is set by right-clicking (25 pitches, 2 octaves). Can be detected by sculk sensors.
TNT
Ignites when powered by redstone, becoming a primed TNT entity that explodes after 4 seconds (80 game ticks). Destroys blocks and damages entities in blast radius.
Redstone Lamp
A light source that turns on when powered by redstone. Emits light level 15 when on, 0 when off. Has a slight delay when turning off (2 redstone ticks).
Bell
Rings when powered by redstone or when hit by a player. Highlights nearby raid mobs with glowing effect. Can be hung from blocks or placed on solid surfaces.
Crafter
An automated crafting block added in 1.21. When powered with a redstone signal, it crafts using items in its 3x3 grid. Individual slots can be disabled. Outputs crafted items from its face.
Slime Block
A bouncy transparent block that sticks to adjacent blocks when pushed or pulled by pistons. Forms the backbone of flying machines. Entities bounce when landing on it.
Honey Block
A sticky transparent block that sticks to adjacent blocks but does NOT stick to slime blocks. Slows entities walking on or against it. Useful for separating piston contraptions.
Triggers
Blocks that detect events and output redstone signals in response.
Observer
Detects block state changes in front of its face and emits a 1-tick pulse from its back. Detects placement, removal, growth, state changes, and more.
Trapped Chest
A chest that outputs a redstone signal proportional to the number of players viewing it. Signal strength equals the number of players with the chest open, up to 15.
Target
Outputs a redstone signal when hit by a projectile. Signal strength depends on accuracy, center hit gives 15, edges give less. Signal lasts 10 redstone ticks.
Lectern
Outputs a redstone signal proportional to the page being read in the placed book. Also emits a pulse when a player turns a page. Can be read by comparators for the page number.
Detector Rail
A rail that outputs a redstone signal when a minecart passes over it. Comparator can read the contents of container minecarts. Signal lasts while minecart is on the rail.
Powered Rail
Accelerates minecarts when powered by redstone, and brakes them when unpowered. Powered rails propagate power up to 9 rails from the source. Essential for minecart systems.
Activator Rail
A rail that activates passing minecarts when powered. Effects depend on minecart type: TNT minecarts ignite, hopper minecarts lock, players dismount from regular minecarts.
Lightning Rod
Attracts lightning strikes in a 128-block radius and outputs a redstone signal of 15 for 8 game ticks when struck. Prevents lightning fires in the surrounding area.
Jukebox
Plays music discs and outputs a comparator signal based on which disc is inserted. Each of the 16 music discs produces a unique signal strength from 1 to 15.
All 37 redstone components compared
Every component with its group, its maximum signal, its delay, the version it arrived in, its hardness and what one costs to craft.
| Component | Group | Max signal | Delay | Added | Hardness | Craft cost |
|---|---|---|---|---|---|---|
| Power Sources | 15 | 1 redstone tick (0.1s) to toggle | Alpha 1.0.1 | 0 | 2 items for 1 | |
| Power Sources | 15 | None (instant) | 1.5 | 5 | 9 items for 1 | |
| Power Sources | 15 | None (instant) | Alpha 1.0.1 | 0.5 | 2 items for 1 | |
| Power Sources | 15 | 10 redstone ticks (1 second) pulse... | Alpha 1.0.1 | 0.5 | 1 items for 1 | |
| Power Sources | 15 | 15 redstone ticks (1.5 seconds) pulse... | Beta 1.6 | 0.5 | 1 items for 1 | |
| Power Sources | 15 | 5 redstone ticks (0.5s) after entity... | Alpha 1.0.1 | 0.5 | 2 items for 1 | |
| Power Sources | 15 | 5 redstone ticks after entity/item... | Alpha 1.0.1 | 0.5 | 2 items for 1 | |
| Power Sources | 15 | 5 redstone ticks after all entities... | 1.5 | 0.5 | 2 items for 1 | |
| Power Sources | 15 | 5 redstone ticks after all entities... | 1.5 | 0.5 | 2 items for 1 | |
| Power Sources | 15 | Real-time (updates with sun position) | 1.5 | 0.2 | 9 items for 1 | |
| Power Sources | 15 | None (instant activation) | 1.3.1 | 0 | 3 items for 2 | |
| Power Sources | 15 | Varies (vibration travel time + 2 game... | 1.19 | 1.5 | not crafted | |
| Power Sources | 15 | Vibration travel time + 2 game ticks | 1.20 | 1.5 | 4 items for 1 | |
| Transmission | 15 | None (instant propagation) | Alpha 1.0.1 | not a block | 1 items for 9 | |
| Transmission | 15 | 1-4 redstone ticks (configurable) | Beta 1.3 | 0 | 6 items for 1 | |
| Transmission | 15 | 1 redstone tick | 1.5 | 0 | 7 items for 1 | |
| Mechanical | 0 | 0 ticks to extend (instant), 3 game... | Beta 1.7 | 1.5 | 9 items for 1 | |
| Mechanical | 0 | 0 ticks to extend, 3 game ticks to... | Beta 1.7 | 1.5 | 2 items for 1 | |
| Mechanical | 0 | Activates on rising edge of signal | Beta 1.2 | 3.5 | 9 items for 1 | |
| Mechanical | 0 | Activates on rising edge of signal | 1.5 | 3.5 | 8 items for 1 | |
| Mechanical | 0 | Transfers every 8 game ticks (2.5... | 1.5 | 3 | 6 items for 1 | |
| Mechanical | 0 | Plays on rising edge of signal | Beta 1.2 | 0.8 | 9 items for 1 | |
| Mechanical | 0 | 4 seconds (80 ticks) fuse | Alpha 1.0.14 | 0 | 9 items for 1 | |
| Mechanical | 0 | Instant on, 2 redstone ticks to turn off | 1.2.1 | 0.3 | 5 items for 1 | |
| Mechanical | 0 | Instant | 1.14 | 5 | not crafted | |
| Triggers | 15 | 2 game ticks (1 redstone tick) pulse | 1.11 | 3 | 9 items for 1 | |
| Triggers | 15 | Instant on open, slight delay on close | 1.5 | 2.5 | 2 items for 1 | |
| Triggers | 15 | Signal lasts 10 redstone ticks (1... | 1.16 | 0.5 | 5 items for 1 | |
| Triggers | 15 | Instant pulse on page turn | 1.14 | 2.5 | 5 items for 1 | |
| Triggers | 15 | Active while minecart is on rail | Beta 1.5 | 0.7 | 8 items for 6 | |
| Triggers | 0 | Instant effect on passing minecart | Beta 1.5 | 0.7 | 8 items for 6 | |
| Triggers | 0 | Instant effect on passing minecart | 1.5 | 0.7 | 9 items for 6 | |
| Triggers | 15 | 8 game ticks (4 redstone ticks) pulse | 1.17 | 3 | 3 items for 1 | |
| Triggers | 15 | Instant on disc insertion | Alpha 1.0.14 | 2 | 9 items for 1 | |
| Mechanical | 0 | Crafts on rising edge of signal | 1.21 | 1.5 | 9 items for 1 | |
| Mechanical | 0 | N/A | 1.8 | not a block | not crafted | |
| Mechanical | 0 | N/A | 1.15 | 0 | 4 items for 1 |
Questions about redstone components
How many redstone components are there in Minecraft?
This site covers 37, split over 4 groups: Power Sources (13), Transmission (3), Mechanical (12) and Triggers (9). That count is the blocks that make, carry or react to a redstone signal, so decorative blocks that merely light up are not in it.
Which redstone components put out a full signal of 15?
23 of the 37 do, among them Redstone Torch, Block of Redstone, Lever and Stone Button. Every other component either weakens the signal as it travels or produces no signal at all, and the Max signal column in the table above says which is which.
What is the cheapest redstone component to craft?
Redstone Dust, at 1 item for 9. The most expensive of the 34 craftable ones is Crafter at 9 items. 3 components have no recipe at all: Sculk Sensor, Bell and Slime Block.
Which redstone components give off light?
4 of them, led by Redstone Lamp at light level 15, Redstone Torch at light level 7 and Sculk Sensor at light level 1. That light is enough to change what can spawn next to your build, so it is worth knowing before you wire a room full of them.
Which redstone component is the hardest to break?
Block of Redstone, with a hardness of 5 and a blast resistance of 6. Most redstone components sit far below that: the median hardness across the 35 that are blocks is 0.7.
Which redstone components were added most recently?
Piston in Beta 1.7, Sticky Piston in Beta 1.7 and Wooden Button in Beta 1.6. The oldest go back to 1.2.1, so redstone has been growing for the whole life of the game.
