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Minecraft:Redstone Repeater

From SAS Gaming Wiki
Revision as of 20:53, 9 April 2026 by SyncBot (talk | contribs) (Fix template calls: add MC/ prefix)

Template:Infobox block A redstone repeater is a Minecraft:block that produces a full-strength Minecraft:redstone signal from its front while its back is powered, with four {{#vardefine: control | right click on mouse or left trigger on gamepad }}toggleable delay settings. It can also be locked into its current power state by directly powering its side with another repeater or a redstone comparator.

Obtaining

Breaking

A redstone repeater can be broken instantly using any Minecraft:tool, or without a tool, and drops itself as an item. To remove a redstone repeater, {{#vardefine: control | holding left click on mouse or holding right trigger on gamepad }}mine it. Script error: No such module "breaking row". A redstone repeater is removed and drops as an item if:

Natural generation

File:Redstone Repeater naturally generated.png
A redstone repeater generated in the jungle temple's hidden room.

A single redstone repeater is generated naturally in each jungle pyramid.

8-13 redstone repeaters can also generate in ancient cities.

Crafting

Template:Crafting

Usage

{{#vardefine:params|0 }}Template:Hatnote 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 Minecraft:slabs, upside-down Minecraft:stairs, furnaces, and glass. in Template:Editions, 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 {{#vardefine: control | right click on mouse or left trigger on gamepad }}Place Block 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 (Template:Frac) 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).

File:Redstone Torch Power.png
Different ways to power a repeater

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 Minecraft: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

{{#vardefine:params|0 }}Template:Hatnote A redstone repeater can "repeat" a Minecraft: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 Minecraft: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 Script error: No such module "convert"..

Signal delay

When initially placed, a redstone repeater has a delay of Script error: No such module "convert"..

A repeater's delay can be modified by using the {{#vardefine: control | right click on mouse or left trigger on gamepad }}Use Item 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).

Setting Delay
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2nd Script error: No such module "convert".
3rd Script error: No such module "convert".
4th Script error: No such module "convert".

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-tickTemplate:Only, 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). in Template:Editions, 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, in Template:Editions, instant repeater circuits are possible (circuits that repeat a signal with no delay).

in Template:Editions, when and whether a repeater turns on or off in reponse 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.

Signal direction

{{#vardefine:params|0 }}Template:Hatnote

A redstone repeater acts as a diode – it allows redstone signals through in one direction (unlike redstone dust or conductive blocks that can transmit redstone signals in any direction).

A diode can be used to protect a redstone circuit from redstone signals feeding back into the circuit from its output, or can be used to isolate one part of a circuit from another.

Signal locking

{{#vardefine:params|0 }}Template:Hatnote

File:Latch.png
The left repeater has been locked in an unpowered output state by the right repeater.

A redstone repeater can be "locked" by another powered redstone repeater facing its side. When locked, the repeater does not change its output (whether powered or unpowered), no matter what the input does. When the side repeater turns back off, the repeater returns to its normal behavior.

A repeater can also be locked by a powered redstone comparator facing its side. This offers additional possibilities for locking signals because a comparator's output can be affected from 3 sides as well as by containers.

If a repeater is locked again too quickly after unlocking (e.g. the lock is controlled by a fast clock circuit), or the lock and the input are changed only on the same tick (e.g. because they're fed by the same clock and both repeaters have the same delay), the repeater does not switch states.

Sounds

Template:!((Java EditionTemplate:))!: Template:SoundTable Template:!((Bedrock EditionTemplate:))!: Template:SoundTable

Data values

ID

Template:!((Java EditionTemplate:))!: Template:ID table

Template:!((Bedrock EditionTemplate:))!: Template:ID table Template:ID table Template:ID table

Block states

{{#vardefine:params|0 }}Template:Hatnote

  1. REDIRECT Template:Edition

Template:Rcat: Template:Bst Template:Bst Template:Bst Template:Bst

  1. REDIRECT Template:Edition

Template:Rcat: Template:Bst Template:Bst

Videos

Note: The first video is from Java Edition 1.5, so it does not tell that redstone repeaters can now be placed on glass, ice, glowstone and sea lanterns.

Template:Article other

History

Template:Message box Template:Hatnote Template:Hatnote

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

New Nintendo 3DS Edition

Template:HistoryTable

Data history

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Issues

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Trivia

  • The crafting recipe and appearance of redstone repeaters may be a reference to double torch repeaters, which was a common way to repeat signals before repeaters were introduced.

Gallery

Renders

Java Edition

{{#vardefine:params|0 }}Template:Hatnote

Bedrock Edition

Contraption

Screenshots

In other media

References

<references group="">

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cs:Ruditový zesilovač de:Redstone-Verstärker es:Repetidor de redstone fr:Répéteur de redstone hu:Redstone-jelismétlő it:Ripetitore di redstone ja:レッドストーンリピーター ko:레드스톤 중계기 nl:Redstoneversterker pl:Przekaźnik redstone pt:Repetidor de Redstone ru:Редстоуновый повторитель tr:Kızıltaş tekrarlayıcı uk:Редстоуновий повторювач zh:红石中继器