Redstonery
Redstonery › Circuits
The library

Every redstone circuit, working

Sixty circuits from a single line of dust to a full adder and a two-by-two piston door. Each one runs in the simulator with the real Java Edition rules, has its truth table or timing measured, and can be dropped into your own build. Start with the learning guide if you are new.

Signal

How a signal travels, weakens, restores and climbs.

Dust lineSee how far one source can carry a usable signal.18 × 1 · 1 layerRepeater restoresSeparate restoring signal strength from delaying a signal.7 × 1 · 1 layerIsolated OR branchesKeep a branch from driving backward into its source.6 × 3 · 1 layerDust staircaseCarry a signal between heights while checking support and clearance.9 × 1 · 5 layersVertical torch towerCombine vertical routing with repeated inversion.5 × 1 · 6 layersIndependent wire bridgeCross two routes without accidentally joining their signals.9 × 9 · 4 layersPower through a solid blockDistinguish a powered block from a block that passes the needed signal onward.5 × 4 · 1 layer

Logic

Gates and the arithmetic built from them, each with its truth table.

NOT gateInvert one decision.6 × 1 · 1 layerOR gateLet either control enable an output.5 × 3 · 1 layerNOR gateDetect that no input is active.8 × 3 · 1 layerAND gateRequire two conditions at the same time.6 × 3 · 2 layersNAND gateMake the both-active state the only off state.4 × 3 · 2 layersXOR gateDetect a disagreement between two inputs.13 × 17 · 4 layersXNOR gateDetect that two inputs agree.13 × 17 · 4 layersImplication gateDetect whether a logical rule is satisfied.13 × 17 · 4 layers2-to-1 multiplexerChoose which input is allowed to become the output.17 × 20 · 7 layers1-to-2 demultiplexerSend one input toward a selected output.13 × 17 · 4 layers2-to-4 decoderTranslate a binary input pattern into a selected line.25 × 17 · 4 layersHalf adderAdd two bits and keep both sum and carry.19 × 17 · 4 layersFull adderAdd two data bits and an incoming carry.57 × 20 · 7 layersThree-input majorityChoose high when at least two of three inputs are high.25 × 20 · 7 layers

Pulse

Turning switches and changes into events of a known length.

Button pulseDistinguish an event from a switch that stays on.4 × 1 · 1 layerEdge detector (observer)Notice changes instead of sustained levels.6 × 1 · 1 layerPulse extenderKeep an output active longer than its input.8 × 2 · 1 layerHopper timerStore a finite duration as a quantity of items.3 × 4 · 1 layerRising-edge detectorProduce an event only when an input becomes active.6 × 3 · 1 layerFalling-edge detectorTrigger an action when an input finishes.6 × 3 · 1 layerPulse limiter (8 game ticks)Make a short activation from a longer request.6 × 3 · 1 layerRetriggerable comparator extenderExtend a timed activity when another request arrives.8 × 3 · 1 layer

Clock

Circuits that never settle, with their measured periods.

Repeater clockMeasure one complete repeating cycle.5 × 3 · 1 layerTorch clock (3 torches)Explain why an odd ring of inverters cannot hold a consistent value.7 × 5 · 1 layerComparator clockUse feedback to alternate a comparison result.5 × 3 · 1 layerTwo-hopper piston clockCreate a repeating interval from alternating item transfer.8 × 4 · 2 layersStoppable repeater clockGive an oscillator an explicit run control.5 × 5 · 1 layer

Memory

Latches, flip-flops, counters and registers that remember.

RS latchRemember which of two requests happened last.8 × 3 · 1 layerLocked repeater latchHold a sampled logic level with a lock input.5 × 3 · 1 layerCopper bulb toggleTurn repeated events into alternating remembered states.6 × 1 · 1 layerFour-bit holding registerStore a four-bit word with a shared control.7 × 17 · 1 layerEdge-triggered D flip-flopSample data on a selected clock event.11 × 6 · 1 layerTwo-bit ripple counterUse state to count accepted events.11 × 1 · 1 layerPiston T flip-flopUse a mechanical arrangement to store one changing bit.5 × 1 · 1 layerAnalog peak memoryRemember the largest signal level seen since clearing.9 × 5 · 1 layer

Detection

Reading containers and players as signals.

Container fullnessTurn inventory contents into a small numeric signal.5 × 1 · 1 layerComparator thresholdPass a signal only when it meets a reference.10 × 4 · 1 layerComparator subtractCompute a nonnegative difference between signal strengths.10 × 4 · 1 layerPressure plateConnect a player action to a control signal.4 × 1 · 1 layerContainer empty alarmTurn an empty inventory into an explicit condition.7 × 1 · 1 layerContainer full alarmDetect a high inventory boundary.6 × 2 · 1 layer

Transport

Moving items with hoppers and droppers.

Hopper lineFollow items through a directed transport path.4 × 1 · 2 layersHopper lockUse a control signal to stop an item path.2 × 1 · 2 layersPulse-driven dropper transferMove one inventory item per accepted activation.4 × 1 · 1 layerAutomatic dropper feederRepeat a transfer while inventory still needs service.8 × 5 · 2 layersThree-stage dropper liftCoordinate inventory transfers across height.9 × 5 · 4 layers

Storage

Sorting and overflow.

Item sorterCombine a content filter, a threshold, and controlled transfer.5 × 4 · 5 layersFullness-controlled overflow storageGive excess items a defined destination.8 × 4 · 4 layers

Pistons

Doors and lifts, including quasi-connectivity.

Sticky piston pusherObserve the control, motion, and final block position separately.4 × 1 · 1 layerPiston door (quasi-connected)Use one control to coordinate a vertical mechanism.3 × 1 · 2 layersSlime group lifterMove an attached group instead of a single block.5 × 2 · 2 layersSlime and honey isolationPlace adjacent moving groups without gluing them together.3 × 4 · 2 layersTwo-by-two piston doorwayCoordinate several moving blocks to form one opening.8 × 4 · 2 layers

Not in the library yet

Anything that needs minecarts, water, TNT explosions or sculk: the engine does not simulate moving entities, fluids or explosions, so those are not offered as working previews.