Which redstone components work in Basalt, how they behave and where they differ from vanilla.
Basalt runs redstone the way Bedrock Edition 1.26.60 does: the same component rules, the same two-game-tick redstone tick, the same delays. Circuits built for Bedrock should work as built. Everything a circuit leaves behind is stored in block states and block entities in the vanilla format, so a world with redstone in it moves between Basalt and vanilla intact.
This page lists what is supported, component by component, and then the known differences.
Power sources and wire
Section titled “Power sources and wire”| Component | Behaviour |
|---|---|
| Redstone dust | Connects to the sides, up and down blocks; a solid block above cuts a climb. Strength falls by one per block, for 15 blocks. Breaks when its support is removed and washes away in water. |
| Redstone torch | Inverts the block it is attached to. Burns out after 16 quick flips, with the fizz sound, and recovers when a neighbouring block changes. |
| Block of redstone | Constant power. |
| Lever | Toggles on use. |
| Buttons | Stone and polished blackstone stay pressed for 20 ticks, wooden ones for 30. |
| Pressure plates | Wooden plates react to anything; stone and polished blackstone plates to players and mobs. |
| Weighted pressure plates | Count players, mobs, items and arrows. The light (gold) plate reaches full power at 15 entities, the heavy (iron) one at 150. |
| Tripwire and hooks | Hooks attach across a line of string and fire when something steps in. Shears disarm a line; breaking it by hand sets it off. |
| Target block | Power depends on how close to the centre a projectile lands. Stays on for 8 ticks, or 20 for arrows and tridents. |
| Daylight sensor | Outputs the power its block state holds and swaps to its inverted form when used. See the differences below. |
| Trapped chest | Powers according to how many players have it open, from both halves of a double chest. |
| Lightning rod | Gives power when struck by lightning. |
| Detector rail | Pressed by a minecart on it. A comparator reads the first container cart on the rail. |
Logic and transmission
Section titled “Logic and transmission”| Component | Behaviour |
|---|---|
| Repeater | Delays of 1 to 4 redstone ticks, set by using it. Stretches short pulses as vanilla does and can be locked from the side. |
| Comparator | Compare and subtract modes, switched by using it, with side inputs. Reads containers and other blocks behind it, directly or through one solid block. |
| Observer | Sends a pulse when the block in front of it changes. |
A comparator reads: chests (including the other half of a double chest), barrels, shulker boxes, hoppers, dispensers, droppers, crafters, furnaces, blast furnaces and smokers, brewing stands, decorated pots, composters, cauldrons, cake and candle cake, end portal frames, beehives, respawn anchors, copper bulbs and jukebox discs. An item frame gives 1 to 8 by how far its item is turned, or 0 when empty, but only when the comparator reads it from the side the frame faces.
Things that react to power
Section titled “Things that react to power”| Component | Behaviour |
|---|---|
| Redstone lamp | Lights at once and goes out 4 ticks after losing power. |
| Doors, trapdoors, fence gates | Open and close with power, iron ones included. |
| Note block | The instrument comes from the block below (or a mob head above), and the pitch is tuned by using it. Plays when powered or struck. |
| Bell | Rings when powered, when hit by a projectile, or when a player uses it. |
| TNT | Lit by power, flint and steel, a fire charge, a Fire Aspect weapon, a dispenser or another explosion. Explodes after 80 ticks. The tntexplodes and tntexplosiondropdecay game rules apply. |
| Powered rail, activator rail | Carry power up to 9 rails from a source. |
| Rails | Plain rails at a junction choose their curve by power. |
| Structure block | Saves or loads its structure on a redstone pulse, as its mode is set. |
Pistons
Section titled “Pistons”Pistons and sticky pistons push up to 12 blocks. Immovable blocks stop them, and blocks that break when pushed do break. A sticky piston pulls one block back when it retracts.
- Slime blocks and honey blocks carry their neighbours along, but do not stick to each other.
- Players, mobs, dropped items and lit TNT in the way are pushed. Anything standing on a block that moves sideways rides along with it.
- Glazed terracotta is not pulled by a sticky piston.
Hoppers, droppers, dispensers and crafters
Section titled “Hoppers, droppers, dispensers and crafters”Hoppers move one item every 4 ticks: they push into the container they face and pull from the container above, or pick up items lying on top of them. Power locks a hopper. They work with chests, barrels, shulker boxes, other hoppers, dispensers, droppers, crafters and furnaces (top to smelt, sides for fuel, output from below). A brewing stand takes its ingredient from above and bottles or blaze powder from the sides, and a hopper under it takes only the bottles. A shulker box is never put inside another shulker box.
A hopper facing down into a composter fills it one item at a time, and a hopper under a full composter collects its bone meal.
Droppers fire a random filled slot 4 ticks after being powered, putting the item into the container they face or throwing it out. A dropper facing down into a composter puts the item in the composter instead.
Dispensers do the same, but use some items instead of throwing them:
| Item | What the dispenser does |
|---|---|
| Water and lava buckets | Places the liquid |
| Empty bucket | Fills it from a source in front, including powder snow |
| Arrows, snowballs, eggs | Shoots them |
| TNT | Places it lit |
| Flint and steel | Lights TNT, a campfire or a candle in front, or sets fire to the air there. It wears the flint and steel. |
| Bone meal | Uses it on the block in front |
| Spawn eggs | Hatches them |
| Minecarts | Places them on a rail in front |
| Anything else | Throws it out as an item |
Crafters have the 3 by 3 grid with slots you can switch off. On a pulse a crafter makes the first crafting-table recipe that fits and puts the result into the container in front, or throws it out.
Minecarts and rails
Section titled “Minecarts and rails”Plain, chest, hopper and TNT minecarts are supported.
- Carts follow rails, climb and descend slopes, take curves, and slow down from friction. A powered golden rail speeds a moving cart up and launches a resting one away from a solid block behind it; an unpowered one brakes it.
- Players and mobs walking into a cart push it, and carts that meet share their speed.
- A powered activator rail throws out a cart’s riders, stops a hopper minecart from collecting, and lights a TNT minecart.
- Hopper minecarts pull from the container above them and collect items lying near them. Hoppers can load and unload chest and hopper minecarts.
- TNT minecarts also explode after a long fall, in fire or lava, or when caught in another blast.
- A broken cart drops its item, its block’s item and whatever it held.
Differences from vanilla
Section titled “Differences from vanilla”- Daylight sensors do not follow the sun. They output whatever power level their block state holds.
- Dispensers do not use fire charges, shears, armour, shulker boxes or boats. These are thrown out as items.
- Sculk sensors and lecterns have no redstone behaviour, and a comparator reads nothing from lecterns or chiseled bookshelves.
- Furnace and command block minecarts do not exist.
- Riders are not saved with their cart. They are put off when the cart’s chunk unloads.
- Arrows stuck in a wooden button or plate do not hold it down, beyond counting as an entity standing on a plate.
- Pending ticks are not saved. A pressed button or plate, or a powered observer, re-checks itself when its chunk loads again rather than resuming a saved timer.
For server owners
Section titled “For server owners”Redstone can be switched off entirely with redstone = false in basalt.toml: blocks keep their state and nothing gives or takes power. The timings above (lamp delay, plate checks, torch burnout and so on) each have a setting; the defaults are vanilla’s, and changing them makes circuits behave differently from vanilla.
Circuits only run when the area around them is loaded, within redstone_load_radius blocks of the chunk. For the cost of large contraptions, see Performance.
Machine timings that are fixed and have no setting: the 4-tick hopper cooldown, the 4-tick dispenser and dropper delay, the 12-block piston push limit and the 80-tick TNT fuse.
For plugin authors
Section titled “For plugin authors”Plugins can react to redstone through after events on world.afterEvents: buttonPush, leverAction, pistonActivate, pressurePlatePush, pressurePlatePop, targetBlockHit and tripWireTrip. Basalt does not track who pressed, stepped or shot, so the fields that would name the player or entity responsible are empty. See Events.