|“||Pistons push blocks, up to twelve of them in a row, when given a redstone signal. Flip the power on and the piston's head will extend outwards one block for a fraction of a second. Any entities in the path of the head will be pushed along with it, including the player, and if there's a slime block in front of the head then they'll be sproinged off instead. SPROINGGG!||„|
|— Duncan Geere|
- 1 Obtaining
- 2 Usage
- 3 Technical components
- 4 Data values
- 5 Achievements
- 6 Video
- 7 History
- 8 Issues
- 9 Trivia
- 10 Gallery
- 11 See also
- 12 References
A piston can be broken using any tool with equal efficiency, and will always drop itself.
Three sticky pistons generate as part of each jungle temple.
|Piston||Any Planks +
Iron Ingot +
|Sticky Piston||Slimeball +
Pistons are always placed facing towards the player. When powered, the piston's wooden surface (head) will start extending immediately, and push at most 12 blocks. The extension takes two gameticks, or 1 redstone ticks (0.1 seconds, barring lag). The piston makes a sound that can be heard within a 31x31x31 cube centered on the activating piston. Any entities in the path of the extending head will be pushed with the blocks. If there is no place for the entities to go, the block will push inside the mob, suffocating it if the block is not transparent, if pushed into the eye height of the mob.
When a piston loses power, it will retract by simply pulling its head back. This retraction starts immediately, but lasts for 2 gameticks or 1 redstone ticks (0.1 seconds barring lag). Sticky pistons will also pull the block in front of their head.
Sticky pistons only stick to a block when retracting, so a block next to the piston head can be pushed aside by another piston and sticky pistons cannot hold falling blocks horizontally against gravity. They also don't pull blocks 1 redstone tick (0.1 seconds, barring lag) later after pushing them. This can be done by giving the piston a short pulse, specifically shorter than or equal to two gameticks, or one redstone ticks.[Java Edition only]
A piston that pushes a slime block will bounce any entity that it displaces in the direction the piston is facing. In addition, when a slime block is moved by a piston, any movable blocks adjacent (not diagonally) to the slime block will also move. See the "usage" section below for more details.
Blocks that stick to walls (such as levers) can be placed on pistons or sticky pistons.[Bedrock Edition only]
Pistons can push most blocks, and sticky pistons can pull most blocks, except those listed in the table below. Sticky pistons will simply leave a block behind if it cannot pull it.
Pistons will not push blocks into the void or beyond the top of the map. They also cannot push more than 12 blocks. In these situations, the piston simply will not extend.
|Block||Effect (Java Edition)||Effect (Bedrock Edition)||Effect (Console Edition)|
|Cannot be pushed or pulled.|
|Can be pushed, but not pulled.|
|Cannot be pushed or pulled.||Can be pushed or pulled.||Can be pushed or pulled.|
|Can be pushed, but not pulled.|
|Can be pushed or pulled, but separates the two chests.||Cannot be pushed or pulled.|
|Breaks when pushed or pulled, turning to drops|
||Breaks when pushed, turning to drops when applicable. Cannot be pulled.|
|Can be pushed or pulled as normal, but will fall rather than remain attached to sticky pistons.|
Pistons will not move blocks that are "attached to a block," as they will be detached and drop as an item.
- Rails: as long as they remain on top of a solid block in their new position, and that block isn't moving at the same time.
- An exception is when the rail and block supporting it are on two parallel extended pistons at which the rail remains attached. Trying to move both on the same piston using slime blocks does not work, nor does moving them on perpendicular pistons (although the latter will temporarily appear to work because of a bug ).
- Rails will re-orient themselves after being pushed similar to when placed manually.
Pistons can be powered in various ways:
- If a redstone wire is in a line shape towards the piston, as the wire will not automatically curve to the piston.[Java and Legacy Console editions only]
- Pistons can be powered by a powered block directly adjacent to them, whether it is strongly powered or weakly powered.
- Pistons can be powered by a redstone torch directly adjacent to them.
- Pistons can be powered by any powered block one block above and to the side, including the "activated space" above it (if a piston, both sticky and normal were to be facing up and a block of redstone placed on its head, it will extend when powered, but won't retract when the power it receives from the side or back turns off). However, the piston won't extend or retract until it receives a block update. This property is called quasi-connectivity and can be used to make a BUD switch.
- A repeater cannot transfer power through a piston, as pistons are a transparent block.
- An upwards-facing piston can't be powered by a block above it, unless it is extended.
When a slime block is pushed or pulled by a piston, while moving, adjacent blocks will also move with the slime block, unless a non-piston movable block stops the blocks that are "grabbed" by the slime blocks. These blocks may in turn push other blocks, not just the blocks in the line in front of the piston. For example, a Slime Block sitting on the ground will attempt to move the ground block underneath itself, which will in turn have to push additional ground blocks in the direction of motion just as if it were being pushed directly by a piston.
Glazed terracotta is an exception; it will not move when adjacent slime blocks are moved.
The same occurs when a slime block is moved by an adjacent Slime Block. For example, a 2×2×2 cube of Slime Blocks may be pushed or pulled as a unit by a single piston acting on any of the blocks in the cube.
A slime block adjacent to a block that cannot be moved by pistons will ignore the immobile block. But if an adjacent block could be moved but is prevented by the presence of an immobile block, the slime block will be prevented from moving.
Slime blocks are not pulled by a non-sticky piston, nor are they moved if an adjacent (non-Slime) block is moved by a piston.
The maximum of 12 blocks moved by a piston still applies. For example, a 2×2×3 collection of Slime Blocks may be pushed or pulled by a sticky piston as long as no other movable blocks are adjacent to it.
A piston cannot move itself via a "hook" constructed of slime blocks, but self-propelled contraptions can be created with multiple pistons. For that, see the article Tutorials/Flying technologies.
See § Data values
See § Data values
The piston head is a technical block used as the second block of an extended piston. A block state defines whether it is a normal or a sticky piston head. It can only be placed using the
/setblock command or with the Debug Stick, though if not part of a proper piston, it will disappear after receiving any block tick, such as when a block is placed next to it unless the player uses the debug stick.
|facing||The direction the piston head is pointing.|
|short||If true, the piston arm is shorter than usual, by 4 pixels.|
|type||The type of piston head.|
|Block Entity ID||
See § Data values
See § Data values
The moving piston is an unobtainable technical block that contains part of a piston head, and/or part of one or two blocks that the piston is carrying into or out of the grid cell (including blocks carried indirectly via slime blocks). Since moving blocks vary in how much of each grid cell they occupy, they can't be stored as normal blocks and are instead stored as block entities. It is overwritten with air, the piston head or the carried block at the end of the piston stroke; but if it is placed by a command and no piston is connected, it will remain indefinitely.
It is invisible, non-solid, and cannot be broken without the use of commands or TNT. Although it is non-solid, fluids cannot pass through it. It also prevents players from building at its location. Mobs can see through it, but cannot walk through it. The game treats the block as a stone block when it comes to the player's footstep sounds, and as a Missing Texture block when it comes to the breaking animation.
|facing||The direction the block is being pushed by the piston.|
|type||What piston base this has.|
moving_piston technical block has a block entity associated with it that holds additional data about the block. The block's block entity ID is
- Block entity data
- Tags common to all block entities see Template:Nbt inherit/blockentity/template
- blockState: The moving block represented by this block entity.
- Name: The name ID of the block.
- Properties: Optional. The block states of the block.
- Name: The block state name and it's value.
- facing: Direction in which the block will be pushed. (0=down, 1=up, 2=north, 3=south, 4=west, 5=east)
- progress: How far the block has been moved.
- extending: 1 or 0 (true/false) - true if the block is being pushed.
- source: 1 or 0 (true/false) - true if the block represents the piston head itself, false if it represents a block being pushed.
|Block||ID Name||Numerical ID|
In Bedrock Edition, pistons use the following data values:
|0x6, 0x7||6-sided piston|
|0x8 (bit flag)||When 1, the piston is extended.|
sticky_piston blocks use following block states:
|extended||If true, the piston is extended.|
|facing||The direction the piston head is pointing.|
The opposite from the direction the player faces while placing the piston.
|Icon||Achievement||In-game description||Actual requirements (if different)||Availability||Xbox points earned||Trophy type (PS)|
|Inception||Push a piston with a piston, then pull the original piston with that piston.||No||No||Yes||New 3DS||20G||—|
|This page would benefit from the addition of more images.|
Please remove this notice once you've added suitable images to the article. The specific instructions are: Reconstruct texture file for old pistons with band and then render
|Java Edition Classic|
|May 21, 2009||Notch shows interest in adding blocks that can pull and push other blocks when a pulse from a wire is received; he called them "Pulley1", which would pull a block up, and "Pulley2" which would push a block up.|
|Java Edition Beta|
|The original piston was a mod posted on the Minecraft Forums by Hippoplatimus. The code for that version was given to Jeb, who then worked on implementing pistons into vanilla Minecraft.
|Another user, DiEvAl, privately submitted code as well, including the idea of Tile Entities to track moving blocks.|
|However, due to Jeb's work on the Pocket Edition, pistons were delayed, and were not released for the Beta 1.5 update nor for the Beta 1.6 update. Finally, when the Pocket Edition was good enough to show at E3, Jeb went back to work on the Java edition of Minecraft and pistons were finally added in version Beta 1.7, including Sticky Pistons.|
|The piston texture as screen-captured while in development had iron bands running over the head. The bands were removed for the release, leaving only iron brackets around the corners and edges.|
|1.7_01||Sticky pistons do not stick when they aren't retracting.|
|1.7.3||It is now impossible to place a jack o'lantern onto a sticky piston.|
|1.3.1||12w22a||Sticky pistons generate naturally inside jungle temples. In the temples the pistons are used to form a puzzle mechanism.|
|Inventory sprites for blocks were flipped from left to right, changing to .|
|12w27a||Updated Pistons to make them less error-prone, thus they also appear to update slower. This also altered the way Pistons work, so you might have to adapt your repeater delays and similar. For this change, pistons now take 2 redstone ticks (4 game ticks) to extend, but they still retract instantly.|
|1.7.2||13w37a||The item forms of block 34 (Piston Head) and block 36 (Piston Extension) are removed from the game. They can no longer exist in inventories, only as blocks in the world.|
|1.8||14w17a||When all blocks were converted to use block states, block/data-value combinations 33/6, 33/7, 29/6 and 29/7 (6-sided pistons) were removed.|
|14w18a||Slime blocks will now push and pull blocks adjacent when connected to sticky pistons.|
|Extending a piston with a slime block on top of it will launch the entity (mobs, players, items, launched arrows etc) into the air.|
|14w19a||Slime blocks can now push entities sideways and downwards when attached to a piston.|
|14w32a||The piston extension block no longer has a hitbox.|
|1.9||15w49a||Unextended pistons, downwards-facing pistons, and upwards-facing piston extensions are now considered to have a solid top surface, like upside-down stairs and top-half slabs. There also existed a bug where when a piston retracted, it would pull entities through them, called translocation.|
|1.11.1||16w50a||Added a new byte tag |
|1.12||17w16a||Sticky pistons do not pull glazed terracotta, and when pistons move slime blocks, they will not move glazed terracotta attached to the side of the slime block.|
|pre3||Slime blocks can no longer pull glazed terracotta attached to any side whatsoever.|
|1.13||17w47a||The moving block ID has been changed from |
|Prior to The Flattening, these blocks' numeral IDs were 29, 33, 34 and 36.|
|pre6||Sticky pistons now pull glazed terracotta again.|
|pre8||Sticky pistons now no longer pull glazed terracotta.|
|Pocket Edition Alpha|
|0.15.0||build 1||Added pistons and sticky pistons with a version exclusive animation and the ability to push block entities.|
|Legacy Console Edition|
|TU3||CU1||1.0||Patch 1||Patch s1||Added pistons and sticky pistons.|
|TU14||1.04||Pistons now take double the amount of time (2 redstone ticks or 4 game ticks) to extend, but they still retract instantly.|
|New Nintendo 3DS Edition|
|0.1.0||Added Pistons and sticky pistons.|
- When toggled between on and off rapidly with a gravity affected block (such as sand) above it, a piston will eventually break the block, which can be picked up as a resource. However, gravel will never break into flint.
- Mobs can spawn inside the piston head block.
- Carpet can be placed on the piston extension block, and will remain even if is replaced with a solid block using
Notch's explanation on how the rod (a full block long when extended) fits into the piston box (whose depth is a block minus the face's thickness).
Fundamental logic gates, implemented purely with pistons and redstone repeaters, clockwise from upper left: AND, OR, XOR, and NOT.
An example of sticky piston use with glass panes.
- Paintings are not considered as blocks.