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Sticky Piston.gif




Blast resistance






Yes (64)



Catches fire from lava


Duncan Geere Mojang avatar.png

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.

Duncan Geere[1]

A piston is a block capable of pushing movable blocks and players when given a redstone pulse.

A sticky piston has the same function as a piston, however it also pulls the block on its face back when its redstone signal is turned off, unlike the piston, which leaves the pushed block in place.

Natural generation[edit]

Three sticky pistons generate as part of each jungle temple.


A piston can be broken using any tool with equal efficiency, and always drops itself. In Java Edition, it is faster to break them with a pickaxe.‌[upcoming: JE 1.16] The pickaxe is the preferred tool for the head also, despite it being made almost completely of wood.[2]

Block Piston
Hardness 0.5
Breaking time
Default 0.75


Name Ingredients Crafting recipe
Piston Any Planks +
Cobblestone +
Iron Ingot +
Redstone Dust

Sticky Piston Slimeball +


Pistons are always placed facing toward the player. When powered, the piston's wooden surface (the "head") starts extending 2 game ticks (1 redstone tick or 0.1 seconds) later,‌[Bedrock Edition only] or immediately.‌[Java Edition only] When it extends, it pushes at most 12 blocks. The piston makes a sound that can be heard within a 31×31×31 cube centered on the activating piston. Any entities in the path of the extending head are pushed with the blocks. If there is no place for the entities to go, the block pushes inside them, suffocating mobs if the block is not transparent when pushed into the eye height of the mob.

When a piston loses power, its head retracts. Like extending, this retraction starts after 1 redstone tick in Bedrock Edition, or immediately in Java Edition. It finishes retracting 2 game ticks or 1 redstone ticks (0.1 seconds) after it starts. A sticky piston also pulls the block attached to its head.

Sticky pistons stick to a block only 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. In Java Edition they also don't pull blocks after starting to push them: this can be done by giving the piston a short pulse, specifically shorter than 3 gameticks, or 1.5 redstone ticks (0.15 seconds, barring lag).

A piston that pushes a slime block bounces 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 also moves. See the "usage" section below for more details.

In Bedrock Edition, blocks that stick to walls (such as levers) can be placed on pistons or sticky pistons.


This loot table needs more information.
Information requested: piston-related technical blocks
Namespaced IDSourceDefault
blocks/pistonPiston1 (100%)
blocks/sticky_pistonSticky Piston1 (100%)


Pistons can push most blocks, and sticky pistons can pull most blocks, except those listed in the table below. Sticky pistons simply leave a block behind if it cannot pull it.

Pistons cannot 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 does not extend.

In Bedrock Edition, a piston can move randomly when wired into an incorrect redstone circuit. This is called 'Piston Short-Circuiting'. This can be taken advantage of by using it to clip through blocks in to a structure.

Minecraft Bedrock Short-Circuiting Redstone.png
Minecraft Piston Short-Circuiting.png
Blocks that cannot be pushed or pulled
Block Effect (Java Edition) Effect (Bedrock Edition) Effect (PlayStation 4 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.
Breaks when pushed or pulled, turning to drops.
Anvil Cannot be pulled. Pushable only when in falling state. Can be pushed or pulled as normal, but falls rather than remaining attached to sticky pistons.
Can be pushed or pulled as normal, but falls rather than remaining attached to sticky pistons.

Pistons do not move blocks that are "attached to a block", as they detach 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 temporarily appears to work because of a bug MC-75716).
    • Rails re-orient themselves after being pushed, similar to when placed manually.
  • Carpets

Powering pistons[edit]

Pistons powered by one line of redstone.

Pistons can be powered in various ways:

  • If a redstone wire is in a line shape toward the piston. In Java Edition, the wire does not automatically curve to the piston.
  • 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.
  • In Java Edition, 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 extends when powered, but doesn't retract when the power it receives from the side or back turns off). However, the piston doesn'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 upward-facing piston can't be powered by a block above it, unless it is extended.

Slime blocks[edit]

Piston A may extend because the slime block ignores the adjacent obsidian. Piston B may not extend because the diamond block is prevented from moving by the obsidian and so the slime block also refuses to move.

When a slime block is pushed or pulled by a piston, while moving, adjacent blocks 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 attempts to move the ground block underneath itself, which in turn has 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 does 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 ignores the immobile block. But if an adjacent block could be moved but is prevented by the presence of an immobile block, the slime block is 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.

Technical components[edit]

Piston Head[edit]

Piston Head
Piston Head.pngPiston Head BE.png
Sticky Piston Head.pngSticky Piston Head BE.png




Blast resistance



Any tool



Catches fire from lava?


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 be placed using the /setblock command or with the debug stick, though if not part of a proper piston, it disappears after receiving any block tick, such as when a block is placed next to it unless the player uses the debug stick. Drops nothing.

In Java Edition, the normal and sticky piston heads are distinguished by a block state. In Bedrock Edition, they used separate block IDs.

Block states[edit]

Java Edition:

Name Default value Allowed values Description
The direction the piston head is pointing.
If true, the piston arm is shorter than usual, by 4 pixels.
The type of piston head.

Bedrock Edition:

Name Default value Allowed values Description
The direction the piston head is pointing.

Moving Piston[edit]

Moving Piston




Blast resistance






Catches fire from lava?


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 through editing and no piston is connected, it remains 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.

Block states[edit]

Java Edition:

Name Default value Allowed values Description
The direction the block is being pushed by the piston.
What piston base this has.

Block entity[edit]

The moving piston has a block entity associated with it that holds additional data about the block.

  • 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 namespaced ID of the block.
      •  Properties: Optional. The block states of the block.
        •  Name: The block state name and its value.
    •  facing: Direction that the piston pushes (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.


The following sounds section uses an outdated format and should be redone using {{Sound table}}.
You can help by converting the contents of this section into a sound table template.
Examples can be seen at Bee#Sounds and Ladder#Sounds.
The wikicode should be laid out neatly as in these examples for improved readability.
Sound Subtitle Namespaced ID Subtitle ID Source Pitch Volume Attenuation distance
Block breaking block.stone.hit subtitles.block.generic.hit Blocks 0.5 0.25 16
Block broken block.stone.break subtitles.block.generic.break Blocks 0.8 1.0 16
Block placed block.stone.place subtitles.block.generic.place Blocks 0.8 1.0 16
Footsteps block.stone.step subtitles.block.generic.footsteps Blocks 1.0 0.15 16
No subtitle block.stone.fall (Plays when fallen on from a height) Blocks 0.75 0.5 16
Piston moves block.piston.contract subtitles.block.piston.move ? ? ? 16
Piston moves block.piston.extend subtitles.block.piston.move ? ? ? 16

Data values[edit]


Java Edition:

NameNamespaced IDTranslation key
Pistonpiston block.minecraft.piston
Sticky Pistonsticky_piston block.minecraft.sticky_piston
Piston Headpiston_head block.minecraft.piston_head
Moving Pistonmoving_piston block.minecraft.moving_piston
NameNamespaced ID
Block entitypiston

Bedrock Edition:

NameNamespaced IDNumeric IDTranslation key
Pistonpiston 33tile.piston.name
Sticky Pistonsticky_piston 29tile.sticky_piston.name
Piston Headpistonarmcollision 34tile.pistonarmcollision.name
Sticky Piston Headstickypistonarmcollision 472tile.stickypistonarmcollision.name
Moving Blockmovingblock 250tile.movingblock.name
NameNamespaced ID
Block entity?

Block data[edit]

In Bedrock Edition, pistons use the following data values:

Bits Values
0x0 facing down
0x1 facing up
0x2 facing north
0x3 facing south
0x4 facing west
0x5 facing east
0x6, 0x7 6-sided piston
0x8 (bit flag) When 1, the piston is extended.

Block states[edit]

The piston and sticky_piston blocks use following block states:

Java Edition:

Name Default value Allowed values Description
If true, the piston is extended.
The direction the piston head is pointing.
The opposite from the direction the player faces while placing the piston.

Bedrock Edition:

Name Default value Allowed values Description
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) Xbox points earned Trophy type (PS)
InceptionPush a piston with a piston, then pull the original piston with that piston.20GSilver



Information icon.svg
This page would benefit from the addition of isometric renders.
Please remove this notice once you've added suitable isometric renders to the article.
The specific instructions are: MCPE-38053
Java Edition Classic
May 21, 2009Notch 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
June 7, 2011Jeb tweets an image of pistons in development.
Piston (pre-release).png 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.
1.7Piston Revision 1.png Sticky Piston Revision 1.png Added pistons and sticky pistons.
The original piston was a mod posted on the Minecraft Forums by Hippoplatimus.[3] The code for that version was given to Jeb, who then worked on implementing pistons into vanilla Minecraft.
  • Hippoplatimus is in the game's credits under "Additional Programming", like other modders whose work made it into vanilla Minecraft.
Another user, DiEvAl, privately submitted code as well, including the idea of Tile Entities to track moving blocks.[4]
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.
Hexahedral Piston.png Hexahedral Sticky Piston.png Two blocks with the piston face texture on all sides exist.
1.7_01Sticky pistons no longer stick when they aren't retracting.
1.7.3It is now impossible to place a jack o'lantern onto a sticky piston.
Java Edition
1.3.112w22aSticky pistons now generate naturally inside jungle temples. In the temples, the pistons are used to form a puzzle mechanism.
Inventory sprites for blocks have been flipped from left to right, changing to .
12w27aPistons have been updated to make them less error-prone, thus they also appear to update slower. This also alters the way pistons work, so the player might have to adapt their repeater delays and similar. For this change, pistons now take 2 redstone ticks (4 game ticks) to extend, but they still retract instantly.
1.7.213w37aThe item forms of block 34 (Piston Head) and block 36 (Piston Extension) have been removed from the game. They can no longer exist in inventories, only as blocks in the world.
1.814w17aSince all blocks have been converted to use block states, block/data-value combinations 33/6, 33/7, 29/6 and 29/7 (6-sided pistons) have been removed.
14w18aSlime blocks now push and pull blocks adjacent when connected to sticky pistons.
Extending a piston with a slime block on top of it launches the entity (mobs, players, items, launched arrows, etc) into the air.
14w19aSlime blocks can now push entities sideways and downward when attached to a piston.
14w32aThe piston extension block no longer has a hitbox.
1.915w49aUnextended pistons, downward-facing pistons, and upward-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.
1.11.116w50aAdded a new byte tag source for the piston_extension block entity, which is true if the block represents the piston head itself, and false if it represents a block being pushed. Pistons moving entities to the other side has been fixed.
1.1217w16aSticky pistons do not pull glazed terracotta, and when pistons move slime blocks, they do not move glazed terracotta attached to the side of the slime block.
pre3Slime blocks can no longer pull glazed terracotta attached to any side of a piston, whatsoever.
1.1317w47aThe moving block ID of pistons has been changed from piston_extension to moving_piston.
Prior to The Flattening, these blocks' numeral IDs were 29, 33, 34 and 36.
Pistons now can push noteblocks.
pre6Sticky pistons now pull glazed terracotta again.
pre8Sticky pistons no longer pull glazed terracotta.
1.1418w43aPiston.png Sticky Piston.png The texture of pistons has been changed.
18w44aPistons are no longer transparent.
Upcoming Java Edition
1.1620w06aThe hardness of pistons has been increased to 1.5.
Pickaxes are now more efficient on pistons.
Pocket Edition Alpha
0.15.0build 1Piston Revision 1.png Sticky Piston Revision 1.png Added pistons and sticky pistons.
Pistons and sticky pistons have a version exclusive animation and the ability to push block entities.
?Weird Piston.png Pistons and sticky pistons with data values 6 and 7 now have an extremely glitchy appearance. It is not known when this block was introduced, and it was removed some time between 1.10.0 and 1.13.1.
Bedrock Edition
1.10.0beta BE.png Sticky Piston BE.png The texture of pistons has been changed.
1.13.0?Sticky piston heads are now a separate block from normal heads, instead of being differentiated by a block state. The namespaced ID is now stickypistonarmcollision, while the numerical ID is 472.
?The movingblock for pistons can no longer be placed using commands.
Legacy Console Edition
TU3CU11.0Patch 11.0.1Piston Revision 1.png Sticky Piston Revision 1.png Added pistons and sticky pistons.
TU141.04Pistons now take double the amount of time (2 redstone ticks or 4 game ticks) to extend, but they still retract instantly.
1.90Piston.png Sticky Piston.png The texture of pistons has been changed.
New Nintendo 3DS Edition
0.1.0Piston Revision 1.png Sticky Piston Revision 1.png Added pistons and sticky pistons.


Issues relating to "Piston" are maintained on the bug tracker. Report issues there.


Piston BE.gif
Sticky Piston BE.gif
  • When toggled between on and off rapidly with a gravity affected block (such as sand) above it, a piston can eventually break the block, which can be picked up as a resource. However, gravel broken this way never drops flint.
  • Mobs can spawn inside the piston head block.
  • Carpet can be placed on the piston extension block, and remains even if is replaced with a solid block using /setblock.
  • In Bedrock Edition, the piston head is invisible and non-solid when placed with commands.
  • The moving_piston cannot be placed by block placement commands.
  • Piston head extend animations are different in Java Edition from those in Bedrock Edition.
  • The piston heads in Bedrock Edition look slightly different than the ones in all other versions.
  • If a 1-tick pulse briefly activates a sticky piston, the sticky piston head does not bring the block back with it when it retracts. This does not happen in Bedrock Edition however.
  • If a piston is at the top of a world and is facing the top or is at the bottom and is facing the bottom, it cannot extend.
  • A piston cannot push another piston that is activated.
  • The moving_piston is transparent and does not emit light.
    • If a light-emitting block is moved, the player can see it turn dark briefly. If an opaque block is moved, the player may see light passing through it.


See also[edit]


  1. In Java Edition, item frames are technically entities, not blocks. In Bedrock Edition, they are blocks
  2. Paintings are technically entities, not blocks.