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Redstone

Redstone just works in the 3D view – click a lever or button and lamps light, pistons push and doors open, like in Minecraft Java, in real game ticks.

Use it

There is nothing to switch on. As soon as a build with redstone is on screen, its circuits run like in the game: clocks tick, torches invert, lamps light.

Click a block in the 3D view to use it, the way you right-click in Minecraft. The pointer turns into a hand over everything you can use, and a tooltip says what a click does:

BlockA click …
Leverflips it
Buttonpresses it (stone 1 s, wood 1.5 s)
Pressure platesteps on it for a moment
Tripwiretrips it
Targethits the bull's-eye
Trapped chest, barrelopens or closes it
Lectern with a bookturns the page
Repeater, comparatorchanges the delay or the mode
Daylight detectorinverts it
Note block, bellplays it
Wooden door, trapdoor, fence gateopens or closes it (iron ones need redstone)
Dropper, dispenser, hopper, chestadds an item; Alt-click takes one out, Shift-click adds one to any container

A drag still turns the camera; only a click without dragging uses a block.

In walk mode the same clicks work, and your body counts: standing on a pressure plate presses it, walking through tripwire trips it, and footsteps reach sculk sensors.

Everything is only for this visit: the simulation never changes your build, its history or its revision. Editing the build starts it again on the new blocks. When pistons or TNT break blocks, a bar at the top offers Restore, which shows the build as placed again.

What works

The rules follow Minecraft Java Edition:

  • Dust with its signal strength (15 down to 1), connections and climbing over blocks, drawn brighter the stronger the signal; strong and weak power of blocks.
  • Torches (1 redstone tick, burn out on clocks that are too fast), repeaters (delay 1–4, locking), comparators (compare and subtract; they read containers, cake, cauldrons, composters and more).
  • Pistons and sticky pistons move up to 12 blocks in 2 game ticks, with quasi-connectivity. Slime and honey blocks drag everything that touches them (but not each other). Obsidian and blocks with contents (chests, furnaces …) do not move; dust, torches, plants and other fragile blocks break.
  • Lamps (off after 2 ticks), copper bulbs (toggle on each pulse), observers (one pulse per change).
  • Sources: levers, buttons, pressure plates (weighted ones give signal 1 for one player), tripwire hooks, targets, daylight detectors (follow the studio light: day, sunset, night), trapped chests, lecterns, sculk sensors and calibrated sculk sensors (they hear levers, doors, pistons, note blocks and steps), redstone blocks.
  • Droppers and dispensers (one item per rising edge, quasi-connectivity), hoppers (move and pull items unless locked).
  • Doors, trapdoors and fence gates, powered and activator rails (power passes along 8 rails), note blocks and bells (with sound), TNT (lights from redstone and explodes after 4 seconds).

Containers hold simple items, one per slot, so a comparator reads 1 item in a dropper as signal 2 and 9 items as 15.

Pistons do not push blocks out of the plot, and there are no entities: minecarts, item drops and projectiles are not simulated.

For agents

build_redstone controls the same simulation in the user's view: pause and step (game ticks) to test timing, start to resume, reset to the placed states, use a cell like a player and status. It returns the tick, every lit, powered, open or extended component and the states of cells you ask for, moved blocks included, so an agent can test the circuit it built.