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The new Observer block added in 1.11 was introduced to keep block update detectors in the game while fixing the bug that made BUD circuits possible. But surprisingly, the least popular use of this block is detecting block updates.
The Observer block is very simple, all it does is detecting a block update on the block it is facing, then sending a 1 tick pulse at strength of 1 with no delay to the opposite direction.
The observer block is positioned above the spot where a pumpkin or watermelon will appear. When it does, the observer block will “see” it. View, comment, download and edit observer Minecraft skins.
The no-delay part is what made these blocks such a powerful redstone component, but many of it's uses are also based on the other properties, so everything is important.I listed here the uses the Observer block has in redstone, please let me know about any uses I didn't list here so I can add them.
Observer block uses:
- Sending redstone signal through a 1x1 conductor. (instead of redstone dust that makes a 1x2 conductor since you must have a block under the redstone dust)
- Sending redstone signals through one air block (great for when you need some block empty but also need to pass a redstone signal through it, that solves a lot of compacting problems)
- Sending instant redstone signals across long distances to any direction. (you can send redstone signals horizontally and vertically with no delay at all, using a row/pillar of observer blocks alternating with air blocks)
- Generating a 1-tick pulse.
- Generating a weak redstone pulse (power of 1, useful for powering redstone dust without powering adjacent redstone dust)
- Multiplying pulses (outputting 2-3 pulses when receiving only 1)
- Bidirectional wires (alternate observer blocks facing opposite directions in a row/pillar, then the arrow in the texture of power the block with the arrow of it's texture is pointing towards the direction you want to send a signal to. Note that the edge observer blocks must be facing outside so that you will be able to take the signal out at the very edge conveniently. This is incredibly useful in compacting redstone devices and solves the problem of bidirectional repeaters)
- Creating a source of constant power that powers only one specific block (there is a bug that allows you to make the observer block to keep powering the block it is facing until you break and replace it, simply move the block with a piston right when it detects a block update)
- Solving many signal-transmission problems when compacting devices, also enabling the creation of many machines that weren't possible before.
- Compacting devices, making them extremely small compared to what they were before.
- Making devices work faster (especially big devices like computers)
- Transferring items instantly through droppers
- Building the most compact and fastest engine for flying machines (2x2x2) with an option of making it bidirectional just by replacing one block. (more info and guide here)
- Creating very fast and compact elevators (~30 blocks/second, 1x3 blocks/layer) with an option to stop at any floor in the middle.
- Making a very compact (1x2x3) and conveniently adjustable clock.
- Creating a high resolution screen where every pixel is just 1 block, without using command blocks!
- Compacting efficient auto-farms, and other uses of detecting block updates... (I even forgot to add that one to the list at first lol)
See also:A hopper can be used as a container, as a crafting ingredient, and as a redstone component.A hopper has an 'output' tube at its bottom that can face down or sideways and provides a visual indication of which block the hopper is set up to drop its items into, if that block has an inventory. To place a hopper, use the Place Block control while aiming at the surface to which its output should face (Hoppers do not orient themselves automatically). To place a hopper directly on the face of an already interactable block, the player can sneak while placing the hopper. Attempting to place a hopper aimed on the bottom face of a block instead faces downward. A hopper does not change direction after placement, and it is not attached to the container it faces; the container can be removed or replaced, and the hopper remains unchanged.Hoppers cannot be moved by. only Despite not appearing as a solid block, attached blocks such as, and dust can be placed on top of hoppers (but not on their side).Breaking To break a hopper, mine it with a.
Using any other item to break a hopper doesn't drop a block.BlockHardness3TooltimeDefault15Wooden2.25Stone1.15Iron0.75Diamond0.6Netherite0.5Golden0.4. See also:A hopper's behavior is the opposite of most, the presence of a redstone signal actually shuts down the device. Thus, a powered hopper is here described as being deactivated, and an unpowered hopper is described as being activated.Hoppers can be powered by:. Direct power from, or being the block a powered aims at, any block adjacent a, any terminating block or supporting block for a powered trail, or the block directly above any. Indirect power, or being next to a directly powered block, as described above.
Note that every adjacent block except its placed-upon block considers a redstone torch itself a directly powered block (i.e. An activated redstone torch 'soft-powers' all adjacent blocks that aren't its supporting block, and it 'hard-powers' only the block directly above it).An activated hopper has three functions:. Collect (free-floating items in the world) into its inventory from the space above it. Pull a single item into its inventory from a container above it. Push a single item from its own inventory into a container it facesHoppers with containers above them to pull from (, other hoppers, etc.) cannot collect dropped items (For run-time efficiency, their code doesn't even check for them).
Dropped items are gathered from the entire block above the hopper (so they can be collected even if sitting on, for example, ). That includes when that block is a solid, non- block (a situation that might come from items rising up through solid blocks or being summoned there). Item entities are not collected when they're beyond the hopper's reach (for example, an item on a block of stone above a hopper). Hoppers check for dropped items above them every, and they can collect them even before they're picked up by or destroyed. Hoppers push before they pull — If items are placed in the top chest, the hopper can't push items because it is empty, so then it pulls items from the chest and starts to cool down.
After the cool down period, the hopper pushes its item into the bottom chest. Next time, the hopper is empty, so it pulls. Once the bottom chest is full, the hopper can no longer push, so it pulls exclusively.Hoppers have a 'transfer cooldown' time. After pulling or pushing items, a hopper waits 8 game ticks (0.4 seconds, barring lag) before pulling or pushing again (a transfer rate of 2.5 items per second, barring lag). Hoppers that have an item pushed into them from another hopper also start a 8 game tick cooldown period, regardless of whether they pushed or pulled items themselves. Item pushes and pulls are processed in the same game tick, but pushes are processed before pulls (see schematic, right). Item entities can be collected in at any time, without affecting the item transfer cooldown time, and can be collected in as entire stacks (rather than a single item at a time).
As a result, hoppers pull much more slowly than they collect. ↑: SoundDescriptionVolumePitch?Breaking the blockdig.metal?1.2?Falling on the block with fall damagefall.metal???Mining the blockhit.metal?0.75?Jumping from the blockjump.metal???Falling on the block without fall damageland.metal???Walking on the blockstep.metal???Placing the blockuse.metal?1.2Data values ID :NameTranslation keyHopperhopperblock.minecraft.hopperNameBlock entityhopper:HopperNumeric IDTranslation keyBlockhopper154tile.hopper.nameItemhopper410item.hopper.nameNameBlock entity?Block data. Block entity data. Tags common to all block entities see.
CustomName: Optional. The name of this container in JSON text component, which appears in its GUI where the default name ordinarily appears. Lock: Optional.
![Minecraft Minecraft](https://minecraft.gamepedia.com/media/minecraft.gamepedia.com/d/d3/Observer.png)
When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. Items: List of items in the container.: An item, including the slot tag. Tags common to all items see. TransferCooldown: Time until the next transfer in, naturally between 1 and 8 or 0 if there is no transfer.
LootTable: Optional. To be used to fill the hopper when it is next opened, or the items are otherwise interacted with. LootTableSeed: Optional. Seed for generating the.
0 or omitted uses a random seed. Hoppers now only take from the output slot of.Hoppers now output 1 signal strengh per 1/3 of a stack (21 ) when interacting with a.The texture of hoppers has been changed.
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