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Redstone Repeater

A redstone repeater is a block that produces a full-strength redstone signal from its front while its back is powered, with four delay settings. It can also be locked into its current power state by directly powering its side with another repeater or a redstone comparator.

Local game data

Powered Repeater

Bedrock 1.21.100
Typeitem
Stack1
Durability-
Sections6
Canonical IDitem:powered_repeater
Minecraft IDminecraft:powered_repeater
Wiki sourcecached

A redstone repeater is a block that produces a full-strength redstone signal from its front while its back is powered, with four delay settings. It can also be locked into its current power state by directly powering its side with another repeater or a redstone comparator.

Breaking

A redstone repeater can be broken instantly using any tool, or without a tool, and drops itself as an item. To remove a redstone repeater, it.

A redstone repeater 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.

Natural generation

A single redstone repeater is generated naturally in each jungle pyramid. 8-13 redstone repeaters can also generate in ancient cities.

Usage

A redstone repeater can be used in four different ways: to "repeat" redstone signals back to full strength, delay signals, prevent signals moving backward, or to "lock" signals in one state. A repeater can be placed only on top of full blocks (dirt, stone, etc.), on top of upside-down slabs, upside-down stairs, furnaces, and glass. , a repeater can also be placed on fences and stone walls. They can also be placed on some transparent blocks. See Opacity/Placement for more information. To place a repeater, use the control. A redstone repeater has a front and back – the arrow on the top points to the repeater's front. A repeater also has two small redstone torches on its top – the color of the torches indicates whether its output is on (dark red when off, bright red when on) and the distance between them indicates the delay the repeater adds to the signal transmission. A repeater is 0.125 () blocks high.

Signal transmission

A repeater transmits signals only from its back to its front, but its behavior can be modified from the side (see signal locking, below).

A redstone repeater can be powered by any of the following components at its back: an active power component (redstone torch, lever, block of redstone, etc.) powered redstone dust a powered redstone comparator or another powered redstone repeater facing the repeater a powered conductive block (including any conductive mechanism components, such as dispensers, redstone lamps, etc.) A redstone repeater can power any of the following components at its front: redstone dust a redstone comparator or another redstone repeater facing away from the repeater any conductive block (including any conductive mechanism components) A redstone repeater can activate any mechanism component it is facing. A conductive block powered by a redstone repeater is called "strongly-powered" (as opposed to a conductive block "weakly-powered" by redstone dust). A strongly-powered conductive block can power adjacent redstone dust, as well as other redstone components.

Signal repeating

A redstone repeater can "repeat" a redstone signal, boosting it back up to power level 15. Redstone signals have a maximum power level of 15 and that level drops by 1 for every block of redstone dust the signal travels through. If a signal must travel through more than 15 blocks of redstone dust, a redstone repeater can be used to boost the signal back up to full strength. An extra two blocks of distance can be achieved by placing conductive blocks before and after the repeater. While redstone repeaters can allow signals to travel great distances, each always adds some delay to the transmission since the minimum amount of delay is .

Signal delay

When initially placed, a redstone repeater has a delay of . A repeater's delay can be modified by using the control. Each use increases the repeater's delay by two ticks, to a maximum of eight, then reverting back to two ticks. Longer delays can be made with multiple repeaters – for example, a repeater set to '8' and another to '2' provides a half-second delay (8 × 0.05s + 2 × 0.05s = 0.5s). A repeater set to a delay of four to eight ticks increases the length of any shorter on-pulse to match the length of the repeater's delay, and suppresses any shorter off-pulse. For example, a repeater set to a 4-tick delay changes a 0-tick, 1-tick, 2-tick, or 3-tick on-pulse into a 4-tick on-pulse, and does not allow through any off-pulse shorter than 4 ticks (except for the caveats below). , a repeater set to a delay of two ticks can also extend the length of any 0-tick or 1-tick pulse. Although a repeater cannot be set to have a delay of zero, , instant repeater circuits are possible (circuits that repeat a signal with no delay). , when and whether a repeater turns on or off in response to changes in the input signal is affected by scheduled ticks. Upon receiving a block update, an unpowered repeater receiving a signal will schedule a tick to turn on. Immediately before turning on, and subsequently whenever it is updated, the repeater will check whether it is still receiving a signal, and if not, it will schedule a tick to turn off. Once the tick runs, the repeater will only turn off if it is still not receiving a signal, and will otherwise stay on at least until the next scheduled tick, if any. However, only one tick can be scheduled at a time, and any attempt to schedule a tick while one already exists is completely ignored. As a consequence, even a very short off-pulse can cause a repeater to turn off, if it happens to occur at the same time as a previously scheduled tick to turn off. A locked repeater completely ignores all block updates and scheduled ticks.

Local Data Properties

displayNamePowered Repeater
namepowered_repeater
id10638
stackSize1