Official Redstone Terminology

Created By DevDoors

I made this to help beginner redstoners learn redstone and understand the pros.

Submit a new term here.


0-Tick
When a signal turns on and off in the same gametick; When a piston extends and retracts in the same gametick, spitting out it's block or pulling a block in

Analog
Any of the "power" states redstone dust can be

BED - Block Event Delay
The amount of pistons that fire sequentially in the same gametick

Binary
Off or on; A number expresssed in ones and zeros

Combination Lock
A logic gate that only turns on one specific way

Compact
Relatively small in volume

D flip-flop
A circuit that cycles through multiple outputs from a control input and a cycler input; Inverted multiplexer

Delay
The amount of time between events

Flush
One continuous surface

Gametick
120th of a second; 12 of a redstone tick

Hard-Powered
Blocks that can power neighboring components and redstone dust

Hexadecimal (hex)
Numbers expressed as the signal strengths of redstone dust (0-15)

Logic Gate
A module that has one or more binary inputs and one binary output

Memory Latch
A circuit that temporarily stores binary or analog information

Module
A redstone contraption used for one specific job

Monostable Circuit
A circuit that produces one or more one-tick pulse(s) when inputted a long pulse (In terms of redstone ticks)

  • Rising Edge: monostable circuits send a pulse when their input changes from off to on
  • Falling Edge monostable circuits send a pulse when their input changes from on to off
  • Dual Edge: a combination of rising edge and falling edge
  • Moving Piston
    A block that is turned into an entity during the animation of the block being pushed by a piston

    Multiplexer
    A device that selects between multiple inputs based on a control input; Inverted D flip-flop

    NBT - Named Binary Tag
    Minecraft's data structure for storing entity or block data

    Piston Feed Tape
    A contraption where pistons cycle blocks

    Pulse
    When redstone signal turns on, then off

    Pulse Extender
    A circuit that extends the duration of a pulse

    Quasi-Connectivity (Also known as BUD)
    Powering components from one block above when the component is updated

    Redstone Tick
    110th of a second; 2 gameticks

    Seamless
    Contraptions with no visible redstone components

    Slimestone
    Contraptions that use slime blocks, honey blocks, and pistons to accomplish a task and/or move itself

    Soft-Powered
    Blocks that can power neighboring components but not redstone dust

    Solid
    Blocks that redstone signal can pass through without quasi-connectivity

    T flip-flop
    Toggling a binary output with a single pulse

    Tileable
    Modules that can be placed in rows or columns without affecting one another

    Torch Burnout
    When a redstone torch is attached directly to the redstone dust that is powering it, causing it to turn off completely

    Update
    A change in nbt or position of neighboring blocks

    Update Order
    The order in which types of components are updated every gametick