RedPower Machine allows circuitry to interact with the world in more complex ways than just pushing blocks.


Pneumatic Tube

The primary item for Machine is tubes. Tubes are made from brass and glass:

Any Machine block is capable of taking input from tubes and throwing output to tubes, if they are connected from the correct side. The side with a small hole is the output side of all machines unless otherwise noted. A screwdriver can be used to reorient the machines.

A tube connected to a chest will send items to it; a tube connected to a [[#|standard furnace]] will feed it raw materials (if connected from above) or fuel (if connected from below). Blulectric [[#|furnaces]] take input on the left side and make output [[#|available]] on the right.

By themselves tubes can't ingest items. The Transposer, Filter, Block Breaker, Sorting Machine, and Retriever are used to send items through [[#|attached]] tubes. Stub-end tubes won't drop items—to eject items from a tube [[#|network]], use a Transposer.

Tubes can be assigned one of 16 colors by using a Paint Brush. Certain machines (the Filter, Sorting Machine, and Retriever) can be configured to tag items with one of 16 colors to influence how the items are routed through the tubes.

Tube Routing

  • Items in tubes will be driven by air pressure to the first valid destination. In the case of a tie (equidistant valid destinations), items will be evenly distributed among the shortest valid paths.
  • A tube will accept items only if a valid destination exists for that item. If the destination becomes invalid while an item is on its way, the item will either be redirected to the now-closest valid destination; or if none exists, will be stuffed back into the machine it originated from. A machine with backstuffed items will cease to function until a valid destination becomes [[#|available]]. This property has the potential to cause massive jams on large systems, so be careful when designing your systems.
  • Keep in mind that a coloured tube does not cause items with the same colour tag travel to it, it simply prevents items tagged with other colours from travelling through it. Untagged items can pass through any tube.

Tubes can be covered and separated using covers.

Redstone Tube

A variation on the Pneumatic Tube is the Redstone Tube. It acts as a tube and Red Alloy Wire in one, and is crafted like so:

Redstone Tubes are very handy for reducing wiring clutter, particularly in tight spaces. Use a Jacketed Wire to connect a Redstone Tube to a Red Alloy Wire on a floor, wall, or ceiling.

Note that along with the space saving there is a slight cost saving as well—using a Redstone Tube is cheaper than using a separate piece of Red Alloy Wire by 1/4 of an Iron or Copper Ingot per piece.

Restriction Tube

Restriction Tubes act like they are 5000 blocks long. Items only tend to be routed down these tubes if no other path is [[#|open]].

Transposer edit
The Transposer ingests single items into tubes, and can also serve as a valve. It is rather cheap:

A Transposer is capable of:
  • Ingesting items thrown or dropped into it, or pushed into it by a stream of water, without needing a redstone signal.
  • Sucking all items in front of itself in a two-meter distance upon receiving a redstone pulse. A vertically-oriented transposer embedded flush in a floor will ingest items sitting on all the eight neighboring blocks on the floor.
  • Sucking one item from a container (chest, for example) upon receiving a redstone pulse.
  • Sucking everything that arrives via tube when connected to tubes in-line, thus being a valid receiver.
  • Shutting off when receiving a continuous redstone signal, acting as a closed valve if connected in-line.

What happens when a Transposer's output tube is not connected to a valid receiver? If the Transposer is connected in-line it will backstuff everything arriving in the [[#|input]] tube, otherwise it will drop items back on the ground.


The Ejector is like a chest and a transposer in one block. The key difference is that you can power it from behind which can be useful in some instances. You can input items through any face but one which it uses to output items. It outputs one item per redstone signal.


The Relay will automatically output any stacks of items placed into it. Any machine designed to place items into an adjacent chest will treat relays as chests. This makes it simple to connect a non-redpower machine to your tube network.

It also makes an excellent input chest for an automatic sorting machine. Another possible use is as an overflow input much like the Hopper from Buildcraft.


Accelerators are required to [[#|join]] normal tubes and high speed magtubes. They use blutricity to accelerate items, but not to decelerate them. It costs the same to accelerate a single item as it does a whole stack (≈0.011V).

You can also use them to boost items as they travel along magtubes.


Magubes provide an almost frictionless journey between accelerators. They use magnets to levitate the items as they go.

Note that despite being almost frictionless items will slow a little for every block travelled. Extra accelerators every 40 - 50 blocks will make any slowing almost unnoticeable.


An upgrade for the Transposer is the Filter, which can ingest item stacks. It requires gold ingots and a Red-Doped Wafer to craft:

Filters are similar to Transposers, but are capable of sucking full stacks from any container.

Right-clicking a Filter opens a GUI with nine inventory [[#|slots]]. A Filter without items in its inventory will ingest whole stacks of any item from the [[#|attached]] tube or adjacent container. Place stacks of items in its inventory and a Filter will only accept stacks of that type and number of items. This of [[#|course]] applies to sucking from containers too.

From prerelease 4d onwards, a Filter can assign a colour tag to items passing through it.

Item Detector

The Item Detector detects items passing through it, and must be placed in-line between two pieces of tube. It requires Pneumatic Tubes,
Brass Ingots, and Red-Doped Wafers to craft:

It will not remove the colour tags of the items passing through it.

It has three different modes:

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    Item Mode: Will emit a redstone pulse for every item, e.g. 64 pulses for a stack of dirt.
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    Stack Mode: Will emit a single pulse for every stack of items passing through it, e.g. a single pulse for a stack of cobblestone.
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    Stuffed Mode: Will emit a constant redstone signal whenever there is an item stuffed back into it, which happens if there are no available destinations left for the item.

Block Breaker

The Block Breaker is used for tasks such as building automated cobblestone factories or wheat, flax, or sugar cane farms.

An undamaged Iron Pickaxe is required.

On receiving a redstone signal the Block Breaker will break the block in front of it and emit it out the back. It can put the harvested item into an attached tube. Note that despite of using iron pickaxe in the recipe, Block Breaker will break obsidian, and will do it much faster than your diamond pickaxe.


Deployers use items in much the same way a player does.

A Deployer has nine [[#|slots]] in its [[#|inventory]]. (You can feed it with tubes). Upon receiving a redstone pulse, it examines its contents in order (left-to-right, top-to-bottom), and when it finds a non-empty slot, it emulates a player's right-click action when holding this item. It can place blocks, fill buckets, empty buckets, till dirt, make fire, and do almost everything that a player can do—except for breaking blocks, which is what a Block Breaker does.


The regulator can be used for a number of things.

The three 3x3 [[#|inventory]] spaces are from left to right:
  • The Input Filter
  • The Internal Buffer
  • The Output Filter

The input filter determines what items it will accept. Accepted items are stored in the internal buffer.

It outputs blocks/items differently depending on whether its output side faces a block with an inventory or is connected to a tube.

If its output face is connected to a tube then it outputs the contents of the internal buffer when it matches the input filter.

If its output side faces a block with an [[#|inventory]] then it compares the output filter with the inventory. If the inventory contains everything in the output filter then the regulator shuts down and gives out a redstone signal (which also makes it function as an inventory sensor).

If the inventory does not contain everything in the output filter then it behaves in one of two ways depending on the mode. It has two modes:
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    Ratio Mode: Outputs everything in the internal buffer.
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    Provide Mode: Outputs only the items that are missing from the inventory.

You can also attach coloured tags to blocks/items as they pass.


Machine has the basics for future Blutricity system. It has only two blocks producing power and a handful of blocks that consume it, but other ways of producing and using power are to be added.
When working with blulectricity there are a few rules that should be considered:
  1. All blulectric components conduct blulecticity, so wires only serve the purpose of transmitting it over long(ish) distances.
  2. In Redpower, amps is the measure of blulectric current (like in reality) whereas volts are a measure of the energy, once again like reality (this is a simplification, but it is sufficient for what currently exists in the blulectric system)
  3. In most blulectric machines there are two bars, one with a battery icon, one with a lighting bolt icon. The battery icon is an indicator of the internal storage of that machine. The lighting bolt icon indicates the power consumption of the machine. (a full bar will mean the machine operates fastest, an empty bar means it doesn't do anything). The exception is the battery box, as it does not consume power.

Silicon Wafers

In order to create the more advanced machines, you need to first make doped wafers.
A silicon boule is obtained by smelting 8 pieces of coal/charcoal with 8 blocks of sand in an alloy furnace. You then need need to cut it with a diamond saw to obtain silicon wafers.

Smelting a [[#|silicon wafer]] with 4 pieces of redstone or nikolite gives you the corresponding doped wafer.

Blue Alloy Wire

The blue alloy wire is used to carry bluetricity. The placement rules are the same with red alloy wire.
Blue alloy wires are crafted like so:

However this is a temporary recipe, and the wool will be replaced with rubber when it is obtainable in-game.
There is a small energy loss when carrying power over long distances.
Keep in mind that if you want to carry a lot of power, i.e. a high current, you need to keep the resistance low as the potential difference machines create is limited. You can do this easily by adding multiple parallel wires leading to the same set of machines.


The voltmeter can be used to check the voltage and the current passing through a wire. If you right click on a piece of wire or a machine (as they also act as wires), it tells you the voltage and current reading in Volts and Amperes. Small fluctuations in the readings are normal; these happen as the system tries to reach an equilibrium.

In prerelease 6 the voltmeter gained the ability to measure the pressure of liquids in liquid pipes. If you right click on a piece of liquid pipe it tells you the reading in psi (pounds per inch).

It is crafted like so:

Here is an example of reading voltage and current values. As no power flows through the system the current is 0 A, but there is still potential difference (voltage) present between the blulectric wire and ground, so attached machines are powered up.

Here there is a furnace running, so there is a current flowing. The voltage is the same as the above example.

Here is an example of reading psi in liquid pipes. Negative values on the input side of the pump, positive on the output side.

Solar Panel

[[#|Solar panels]] are used to produce power.

It generates power upon receiving sunlight. It of course must see zenith (you can place glass or other transparent blocks to make it more creeper-proof, though) and will work only during the day.


Thermopiles are also used to produce power.

This block generates Energy from thermal differences of adjacent blocks (like lava vs. water/ice). It provides even less energy than a solar panel, but you are not restricted to have daylight available, so it's very useful to power low-footprint machines like a sorter or retriever.

Blulectric Furnace

A blulectric [[#|furnace]] is used to smelt items using blulectricity. It can smelt everything a normal furnace can, but works much faster; 4.2 (full power) to 5 (low power) seconds per item.

Raw clay is used to make a more modern refractory brick than the ones used in regular furnaces or even alloy furnaces.
For accessing from tubes, the left side is input and the right side is output as there is no fuel slot. This allows for more compact arrays compared to a regular furnaces.

Blulectric Alloy Furnace

A Blulectric Alloy [[#|Furnace]] can do everything a normal alloy furnace can but it requires blulectricity instead of requiring fuel.

For accessing from tubes, the left side is input and the right side is output as there is no fuel slot. This allows for more compact arrays compared to a regular furnaces.

Battery Box

The Blulectric storage block is the battery box. The Battery box stores a large amount of blulectric power, allowing any machines that require blulectric power to operate throughout the night, allowing you to never use a conventional furnace ever again.

It is crafted using BT batteries, which is crafted thus:

The BT battery can also be used to store and carry blulectric power and thus allow sorting systems in the Nether, as currently no method exists for power production in the Nether.
The GUI looks like this when fully charged with a full battery in the battery charging [[#|slot]]:

The left hand bar indicator the active storage, this is the bar that power flows into and out of. The right hand bar is the surplus storage. The two arrows indicate the flow of power between the two storages. When the active storage reaches about 3/4, power starts to flow into the surplus storage; if the active storage is less than 3/4 than the power flows back. The two slots on the right are for charging and discharging batteries.

The battery box also has a blue bar on its sides, a rough indicator of the current level of storage. Power is accepted and transmitted on all sides.

Battery Boxes are controllable via Restone Signal. They don't supply power while receiving a redstone signal.

Energy storage: 300 kJ of energy, or 83.3 watt-hours (info from WayofTime's testing)
Fastest charge time, internal batteries: 36 seconds (using any number of solar panels) (info from
Apogee137's testing)
Battery charge/discharge time: ~3 seconds
Number of batteries to fully charge a battery box: 4
Tube access for battery charging (power out, top slot): Top Only
Tube access for battery discharging (power in, bottom slot): bottom only (requires a retriever to pull the empty)
Filter selects between: full, empty, and partially charged batteries

Sorting Machine

A sorting machine allows you to attach colour tags items. They require blutricity to function. They use the same amount of power per item regardless of whether the item is in a stack and regardless of whether it is being fed items from a tube or is taking them from a chest (≈0.0027V or ≈0.17V for a stack of 64).

It has 7 modes:
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    Anystack Sequential: The slider moves from column to column and waits until it receives any single item in that column before moving to the next.
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    Allstack Sequential: The sliders moves from column to column and waits until it receives all the items in that column before moving to the next.
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    Random Allstack: Same as the previous mode, but without the moving slider.
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    Any Item: Will pull any of the items starting with those in the top left of the connected inventory.
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    Any Item With Default Route: Same as the previous mode, except a default colour can be set for unmatched items below the mode settings.
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    Any Item Whole Stack: Will pull any of the items starting with those in the top left of the connected inventory. For each item as much as a full stack will be pulled.
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    Any Item Whole Stack With Default Route: Same as the previous mode, except a default colour can be set for unmatched items below the mode settings.

For when the sorting machine has an adjacent chest or other inventory it has 3 pull modes:
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    Single Step: One pulse of redstone initiates a single step. The single step depends on which mode it's in.
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    Automatic: Same as the previous mode, but the machine pulses itself on a regular basis.
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    Single Sweep: For use when a mode with a slider is selected. Every redstone pulse is remembered and for each one full cycle of the slider is completed.


The retriever pulls items from inventories connected to the same tube network. They require blutricity to function and use the same amount of power per item regardless of whether it's in a stack (≈0.003V per item and 64 times that for a whole stack or ≈0.19V).

Any block with an inventory connected to the input side of a retriever by tubes will have items pulled from them when the retriever receives a redstone signal. The retriever will always pull from the nearest block with an inventory first.

Right clicking a retriever opens a GUI with nine inventory slots. A retriever without items in its inventory will pull whole stacks of any item from containers on its tube network. Place stacks of items in its inventory and it will only pull stacks of that type and number of items.

It has two modes:
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    Anystack Sequential: Every pulse the slider moves from slot to slot and waits until it can pull the specified number of that item from a connected inventory.
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    Any Item: Tries to pull any item specified starting with the top left hand slot of the nearest inventory.

If the retriever's input face is adjacent to a chest, the retriever will always behave as though it is in Any Item mode. It is unknown if this is intentional.

You can also attach coloured tags to blocks/items as they pass through the retriever.


Prerelease 5 of RedPower introduced Frames and Frame Motors, prerelease 6 added Tube Frames. Frames are movable scaffold/framework blocks used to build gantries, booms, and cranes that move. Frame Motors supply the motion. See our frame tutorials for some [[#|examples]].


Basics of Frames and Frame Motors

  • Frame Motors must have Bluelectric Power in order to operate. Activate them by supplying a redstone pulse. They do not accept redstone signals into the face with the arrow.
  • The amount of power used by a Frame Motor depends on the number of Frames it's moving.
  • Each Frame Motor allows a single direction of travel. To move a line of Frames back and forth requires two Frame Motors. It's practical to have their arrows directed to the each other if possible, that way you don't get into irreversible state (you can always use the other motor to move frame back).
  • Frame Motors do not move themselves, only Frames (or other blocks) attached to the face with the arrow. To move a Frame Motor you must use another Frame Motor. Even with this restriction it is still possible to create vehicles using what's been dubbed an "inchworm drive." (See Gjrud's video Minecraft - RedPower 2 PR5: Omnidirectional Frame Engine Tutorial [[image:data:image/gif;base64,R0lGODlhEAAQAOZ3APf39+Xl5fT09OPj4/Hx8evr6/3+/u7u7uDh4OPi497e3t7e3/z8/P79/X3GbuXl5ubl5eHg4WzFUfb39+Pj4lzGOV7LOPz7+/n6+vn5+ZTLj9/e387Ozt7f3/7+/vv7/ISbePn5+m/JV1nRKXmVbkCnKVrSLDqsCuDh4d/e3uDn3/z7/H6TdVeaV1uSW+bn5v39/eXm5eXm5kyHP/f39pzGmVy7J3yRd9/f3mLEKkXCHJbka2TVM5vaZn6Wdfn6+YG/c/r5+ZO/jeLi41aHTIeageLn4f39/vr6+kzNG2PVM5i+lomdf2CXYKHVmtzo2YXNeDqsBebl5uHh4HDKWN3g3kKqEH6WeZHTXIPKdnSPbv79/pfmbE7PHpe1l4O8dTO5DODg4VDLIlKUUtzo2J7SmEWsLlG4NJbFjkrJHP7+/VK5Nfz8+zmnC3KKa+Hg4OHh4Y63j/3+/eDg4Ojo6P/8DAwP/wAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACH5BAEAAHcALAAAAAAQABAAAAfWgHd2g4SFhYJzdYqLjIpzgx5bBgYwHg1Hk2oNDXKDFwwfDF5NLmMtcStsn4MhGT8YS04aGmU1QRhIGYMTADQAQlAODlloAMYTgwICRmRfVBISIkBPKsqDBAREZmcVFhYVayUz2IMHB1dWOmImI2lgUVrmgwUFLzdtXTxKSSduMfSD6Aik48MGlx05SAykM0gKhAAPAhTB0oNFABkPHg5KMIBCxzlMQFQZMGBIggSDpsCJgGDOmzkIUCAIM2dOhEEcNijQuQDHgg4KOqRYwMGOIENIB90JBAA7 caption="" link="@"]].)
  • Frames stick to and move most blocks. Entities will stick initially but fall off when moved. To change whether things stick to or fall off Frames, place Panels and Covers into the Frames. Use Panels where you need wires or Logic tiles to stick when the Frames move (it also causes other covers and anything else on the block adjacent to the panel stick). Use Covers where you need the Frames not to stick.
  • Other Frame Motors that have their arrow face attached to the Frame won't be moved when the Frame moves. However, Frame Motor that is being moved will also move a Frame structure that is attached to its arrow face, unless there is a cover on that Frame.
  • When placed in a Frame, Panels have small cuts in the corners where the frame appears. Covers don't have corner notches.
  • It can be tricky to determine why your Frame design won't move. Eloraam will be adding a visual effect (sparks) to indicate where it's stuck. In the meantime, check all adjacent Tubes, Wires, torches, and other small entities that don't take up an entire block—they will cause Frames to stick. It's wise to check regularly if the frame structure will still move during the build, which may be accomplished by externally attaching a couple of motors.
  • Some items when attached to a Frame change appearance when moving to look like a crate. This is normal.
  • Frames push items and entities, such as player himself.
  • It's also possible to use Deployer with a Screwdriver to change the Frame Motor direction.
  • Sometimes it can be tricky to configure a Frame design to accomplish a task. Eloraam has said that she will be implementing additional items and capabilities to make this easier, such as Hybrid Cables, which are combined Red and Blue Alloy Wires.