Find components by what they do in a circuit. Compare signal sources, logic, detectors, actuators, rails and inventory interactions, then check any recorded strength or delay for your edition.
How to use this collection
Roles group component behavior. Actions describe basic use; signal and delay fields show independently recorded values. Missing fields do not imply zero or edition parity.
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Showing 35 of 117 items.
Category
Signal generation
Acacia Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Acacia Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Bamboo Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Bamboo Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Birch Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Birch Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Block of Redstone
Supplies redstone power continuously.
- role
- Signal generation
- Actions
- Supplies redstone power continuously.
- Signal Strength
- -
- Delay
- -
Cherry Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Cherry Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Crimson Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Crimson Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Dark Oak Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Dark Oak Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Heavy Weighted Pressure Plate
Its signal strength changes with the number of entities on the plate.
- role
- Signal generation
- Actions
- Its signal strength changes with the number of entities on the plate.
- Signal Strength
- 0 to 15
- Delay
- -
Jungle Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Jungle Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Lever
Using the lever switches its redstone signal on or off.
- role
- Signal generation
- Actions
- Using the lever switches its redstone signal on or off.
- Signal Strength
- -
- Delay
- -
Light Weighted Pressure Plate
Its signal strength changes with the number of entities on the plate.
- role
- Signal generation
- Actions
- Its signal strength changes with the number of entities on the plate.
- Signal Strength
- 0 to 15
- Delay
- -
Mangrove Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Mangrove Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Oak Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Oak Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Pale Oak Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Pale Oak Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Polished Blackstone Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Polished Blackstone Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Poplar Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Poplar Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Spruce Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Spruce Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Stone Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Stone Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Trapped Chest
Opening the chest produces a redstone signal.
- role
- Signal generation
- Actions
- Opening the chest produces a redstone signal.
- Signal Strength
- -
- Delay
- -
Warped Button
Pressing the button turns on its redstone signal temporarily.
- role
- Signal generation
- Actions
- Pressing the button turns on its redstone signal temporarily.
- Signal Strength
- -
- Delay
- -
Warped Pressure Plate
Eligible entities standing on the plate activate its signal.
- role
- Signal generation
- Actions
- Eligible entities standing on the plate activate its signal.
- Signal Strength
- -
- Delay
- -
Choosing a circuit role
Buttons, levers and pressure plates supply signals. Dust carries a signal, while repeaters and comparators change how a circuit passes or compares it. Detectors respond to events, and actuators use power to change a block or trigger an action. The role groups help narrow the list without treating every component as interchangeable.
Actions and signal values
The action field explains the component's basic behavior. A number appears only where the signal rule has been recorded. An empty signal or delay field does not mean zero output or instantaneous behavior. A repeater's selectable delay and a Copper Bulb's remembered on/off state describe different kinds of behavior.
Blocks that interact with power
Doors, trapdoors, fence gates, shelves and other material variants have separate entries. Inventory components also matter: powering a Hopper stops its item transfers, while a Dropper and Dispenser perform different actions. Read the entry before choosing a block for an item-moving circuit.
Edition behavior
Basic Bedrock actions have their own source checks. Timing and signal details stay empty where there is no independent Bedrock value. Similar-looking components can differ in update detection, delays or piston behavior between editions. This collection describes components; it does not simulate a circuit's tick order or certify that a complete Java build works unchanged in Bedrock.
FAQ
Does powering a Hopper speed up its transfers?
No. Redstone power stops the Hopper from transferring items.
Is an empty delay field a zero-tick delay?
No. It means a delay value has not been recorded in this collection for that entry and edition.
Can this guarantee that a Java circuit works in Bedrock?
No. The collection describes individual components. Update behavior, timing and other edition differences can change a complete circuit.

