Integrated circuits (also known as ICs) are compact components that perform the task of complicated circuits or do things otherwise impossible with Redstone. Building them and connecting them is simple. The ICs in CraftBook currently come in families that correspond with their number of inputs and outputs:
- ZISO – Single output, no input
- AISO – Single output, input can be anywhere
- SISO – Single input, single output
- SI3O – Single input, three outputs
- SI5O – Single input, five outputs
- 3ISO – Three inputs, single output
- 3I3O – Three inputs, three outputs
- VIVO – Variable number of inputs and outputs
Construction of ICs vary by family, so check out the links for the IC Families in order to find out how to construct an IC.
Commands and In-Game Information
For a current list of IC’s, type /ic list [-p page#] Ingame!
You can search IC’s using /ic search <Search Term> [-p page#]
For a description and per-line information on a specific IC, shift click and IC or type /ic docs <IC ID> (eg, /ic docs MC1200). IC Docs also works with search terms, it just gives the docs of the first result.
Prior to CraftBook 3.5, the commands were /icdocs, /listics and /searchics, and they did not use a flag for paging. Instead you were required to enter the page
Circuit Usage Notes
ICs which require a radius or radius=x:y:z use the numbers for x, y, and z as offsets by default. In other words, x:y:z determines the distance from the IC block to the center of the radius in the x, y, and z directions . In order to use absolute coordinates, you must put exclamation points in front of the numbers.
For ICs which use items from a chest below them, it is recommended that you use a transparent block such as glass so that you can access the inventory without destroying the IC block.
T (Triggered) ICs
ST (Self-Triggered) ICs
ICs of this type are special, as they do not require a clock signal, and instead execute every two ticks (configurable). For example, the triggered version of the day check IC (MC1230) normally requires an alternating signal to be used as an automated check, but when its self-triggered equivalent is used, it will trigger automatically on passing of time, allowing you to make day/night-triggered systems more easily. Most ICs of this type are otherwise equivalent to their triggered equivalent. To use a Self-Triggered IC, set it up like a normal IC, but add a S to the end of the ID. That would make [MC1230] into [MC1230]S
IC Types List
|IC ID||Shorthand||Allows ST||Families||Name||Description|
|MC1000||repeater||false||SISO AISO||Repeater||Repeats a redstone signal.|
|MC1001||inverter||false||SISO AISO||Inverter||Invert a redstone signal.|
|MC1017||re t flip||false||SISO AISO||Toggle Flip Flop||Toggles output on high.|
|MC1018||fe t flip||false||SISO AISO||Toggle Flip Flop||Toggles output on low.|
|MC1020||random bit||true||SISO AISO||Random Bit||Randomly sets the output on high.|
|MC1025||server time||false||SISO AISO||Server Time Modulus||Outputs high if time is odd.|
|MC1110||transmitter||false||SISO AISO||Wireless Transmitter||Transmits wireless signal to wireless recievers.|
|MC1111||receiver||true||SISO AISO||Wireless Receiver||Recieves signal from wireless transmitter.|
|MC1112||tele-out||true||SISO AISO||Teleport Transmitter||Transmitter for the teleportation network.|
|MC1113||tele-in||true||SISO AISO||Teleport Reciever||Reciever for the teleportation network.|
|MC1200||spawner||false||SISO AISO||Creature Spawner*||Spawns a mob with specified data.|
|MC1201||dispenser||false||SISO AISO||Item Dispenser*||Spawns in items.|
|MC1202||c dispense||true||SISO AISO||Container Dispenser||Dispenses items out of containers.|
|MC1203||strike||false||SISO AISO||Zeus Bolt*||Strike location with lightning!|
|MC1204||trap||true||SISO AISO||Entity Trap*||Damage nearby entities of type.|
|MC1205||set above||true||SISO AISO||Set Block Admin*||Sets block above IC block.|
|MC1206||set below||true||SISO AISO||Set Block Admin*||Sets block below IC block.|
|MC1207||flex set||false||SISO AISO||Flexible Set*||Sets a block at a specified distance on a specific axis. Can also hold a block at a place until low power.|
|MC1208||mult set||false||SISO AISO||Multiple SetBlock*||Sets multiple blocks.|
|MC1209||collector||true||SISO AISO||Container Collector||Collects items into above chest.|
|MC1210||emitter||true||SISO AISO||Particle Effect*||Creates particle effects.|
|MC1211||set bridge||false||SISO AISO||Set P-Bridge*||Generates a bridge out of the set materials with set size.|
|MC1212||set door||false||SISO AISO||Set P-Door*||Generates a door out of the set materials with set size.|
|MC1213||sound||false||SISO AISO||Sound Effect*||Plays a sound effect on high.|
|MC1214||range coll||true||SISO AISO||Ranged Collector||Collects items at a range into above chest.|
|MC1215||set a chest||true||SISO AISO||Set Block Chest||Sets above block from below chest.|
|MC1216||set b chest||true||SISO AISO||Set Block Chest||Sets below block from above chest.|
|MC1217||pot induce||true||SISO AISO||Potion Inducer*||Gives nearby entities a potion effect.|
|MC1218||block launch||false||SISO AISO||Block Launcher*||Launches set block with set velocity.|
|MC1219||auto craft||true||SISO AISO||Automatic Crafter||Auto-crafts recipes in the above dispenser/dropper.|
|MC1220||a b break||true||SISO AISO||Block Breaker||Breaks blocks below block sign is on.|
|MC1221||b b break||true||SISO AISO||Block Breaker||Breaks blocks above block sign is on.|
|MC1222||liq flood||true||SISO AISO||Liquid Flooder*||Floods an area with a liquid.|
|MC1223||terraform||true||SISO AISO||Bonemeal Terraformer||Terraforms an area using bonemeal.|
|MC1224||time bomb||false||SISO AISO||Timed Explosive*||Spawn tnt with custom fuse and yield.|
|MC1225||pump||true||SISO AISO||Pump||Pumps liquids into above chest.|
|MC1226||spigot||false||SISO AISO||Spigot*||Fills areas with liquid from below chest.|
|MC1227||avd spawner||false||SISO AISO||Advanced Entity Spawner*||Spawns a mob with many customizations.|
|MC1228||ent cannon||true||SISO AISO||Entity Cannon*||Shoots nearby entities of type at set velocity.|
|MC1229||sorter||true||SISO AISO||Sorter||Sorts items and spits out left/right depending on above chest.|
|MC1230||sense day||true||SISO AISO||Day Sensor||Outputs high if it is day.|
|MC1231||t control||false||SISO AISO||Time Control*||Sets time based on input.|
|MC1232||time set||true||SISO AISO||Time Set*||Set time when triggered.|
|MC1233||item fan||true||SISO AISO||Item Fan||Gently pushes items upwards.|
|MC1234||planter||true||SISO AISO||Planter||Plants plantable things at set offset.|
|MC1235||cultivator||true||SISO AISO||Cultivator||Cultivates an area using a hoe.|
|MC1236||fake weather||true||SISO AISO||Weather Faker*||Fakes a players weather in radius.|
|MC1237||fake time||true||SISO AISO||Time Faker*||Radius based fake time.|
|MC1238||irrigate||true||SISO AISO||Irrigator||Irrigates nearby farmland using water in above chest.|
|MC1239||harvester||true||SISO AISO||Combine Harvester||Harvests nearby crops.|
|MC1240||shoot arrow||false||SISO AISO||Arrow Shooter*||Shoots an arrow.|
|MC1241||shoot arrows||false||SISO AISO||Arrow Barrage*||Shoots a barrage of arrows.|
|MC1242||stocker||true||SISO AISO||Container Stocker*||Adds item into container at specified offset.|
|MC1243||distributer||true||SISO AISO||Distributer||Distributes items to right and left based on sign.|
|MC1244||animal harv||true||SISO AISO||Animal Harvester||Harvests nearby cows and sheep.|
|MC1245||cont stkr||true||SISO AISO||Container Stacker||Stacks all items in a container to 64.|
|MC1246||xp spawner||false||SISO AISO||Experience Orb Spawner*||Spawns an XP Orb.|
|MC1248||driller||true||SISO AISO||Driller*||Breaks a line of blocks from the IC block.|
|MC1249||replacer||false||SISO AISO||Block Replacer*||Searches a nearby area and replaces blocks accordingly.|
|MC1250||shoot fire||false||SISO AISO||Fire Shooter*||Shoots a fireball.|
|MC1251||shoot fires||false||SISO AISO||Fire Barrage*||Shoots a barrage of fire.|
|MC1252||flame thower||false||SISO AISO||Flame Thrower*||Makes a line of fire.|
|MC1253||firework show||true||SISO AISO||Programmable Firework Show*||Plays a firework show from a file.|
|MC1260||sense water||true||SISO AISO||Water Sensor||Outputs high if water is at the given offset.|
|MC1261||sense lava||true||SISO AISO||Lava Sensor||Outputs high if lava is at given offset.|
|MC1262||sense light||true||SISO AISO||Light Sensor||Outputs high if specific block is above specified light level.|
|MC1263||sense block||true||SISO AISO||Block Sensor||Checks for blocks at location.|
|MC1264||sense item||true||SISO AISO||Item Detection||Detects items within a given radius|
|MC1265||inv sns itm||true||SISO AISO||Item Not Sensor||Detects if an item is NOT within a given radius|
|MC1266||sense power||true||SISO AISO||Power Sensor||Detects if offset block is powered.|
|MC1268||sns cntns||true||SISO AISO||Container Content Sensor||Detects if the above container has a specific item inside it.|
|MC1269||sns p cntns||true||SISO AISO||Player Inventory Sensor*||Detects if a certain number of players have an item in their inventory.|
|MC1270||melody||true||SISO AISO||Melody Player||Plays the MIDI file entered on the sign.|
|MC1271||sns entity||true||SISO AISO||Entity Sensor||Detects specific entity types in a given radius.|
|MC1272||sns player||true||SISO AISO||Player Detection*||Detects players within a radius.|
|MC1273||jukebox||true||SISO AISO||Jukebox||Plays a Playlist.|
|MC1275||tune||true||SISO AISO||Tune Player||Plays a tune.|
|MC1276||radio station||true||SISO AISO||Radio Station||Broadcasts a playlist.|
|MC1277||radio player||true||SISO AISO||Radio Player||Plays a radio station.|
|MC1278||sentry gun||true||SISO AISO||Sentry Gun*||Shoots nearby mobs with arrows.|
|MC1279||player trap||true||SISO AISO||Player Trap*||Damages nearby players that fit criteria.|
|MC1280||animal brd||true||SISO AISO||Animal Breeder||Breeds nearby animals.|
|MC1420||divide clock||false||SISO AISO||Clock Divider||Clock that toggles output when reset.|
|MC1421||clock||true||SISO AISO||Clock||Outputs high every X ticks when input is high.|
|MC1422||monostable||true||SISO AISO||Monostable||Outputs a pulse for a set amount of time on high.|
|MC1500||range output||true||SISO AISO||Ranged Output||No Description.|
|MC1510||send message||false||SISO AISO||Message Sender||Sends a pre-written message on high.|
|MC2100||delayer||false||SISO AISO||Delayer||Delays signal by X seconds (or ticks if set).|
|MC2101||inv delayer||false||SISO AISO||Not Delayer||No Description.|
|MC2110||fe delayer||false||SISO AISO||Low Delayer||No Description.|
|MC2111||inv fe delayer||false||SISO AISO||Not Low Delayer||No Description.|
|MC2500||pulser||false||SISO AISO||Pulser*||Fires a (choosable) pulse of high-signals with a choosable length of the signal and the pause between the pulses when the input goes from low to high.|
|MC2501||inv pulser||false||SISO AISO||Not Pulser*||Fires a (choosable) pulse of low-signals with a choosable length of the signal and the pause between the pulses when the input goes from low to high.|
|MC2510||fe pulser||false||SISO AISO||Low Pulser*||Fires a (choosable) pulse of high-signals with a choosable length of the signal and the pause between the pulses when the input goes from high to low.|
|MC2511||inv fe pulser||false||SISO AISO||Low Not Pulser*||Fires a (choosable) pulse of low-signals with a choosable length of the signal and the pause between the pulses when the input goes from high to low.|
|MC2020||random 3||true||SI3O||Random 3-Bit||Randomly sets the output on high.|
|MC2999||marquee||false||SI3O||Marquee||Sequentially sets all pins.|
|MC3002||and||false||3ISO||And Gate||Outputs high if all inputs are high.|
|MC3003||nand||false||3ISO||Nand Gate||NAND Gate. Outputs high if all inputs are low.|
|MC3020||xor||false||3ISO||XOR Gate||No Description.|
|MC3021||xnor||false||3ISO||XNOR Gate||No Description.|
|MC3030||nor flip||false||3ISO||RS-NOR flip-flop||No Description.|
|MC3031||inv nand latch||false||3ISO||Inverted RS NAND latch||No Description.|
|MC3032||jk flip||false||3ISO||JK negative edge-triggered flip flop||No Description.|
|MC3033||nand latch||false||3ISO||RS NAND latch||No Description.|
|MC3034||edge df flip||false||3ISO||Edge triggered D flip-flop||No Description.|
|MC3036||level df flip||false||3ISO||Level-triggered D flip flop||No Description.|
|MC3050||combo||false||3ISO||Combination Lock||Checks combination on sign against inputs.|
|MC3101||down counter||false||3ISO||Down Counter||Outputs high when counter reaches 0.|
|MC3102||counter||false||3ISO||Counter||Increments on redstone signal, outputs high when reset.|
|MC3231||t control adva||false||3ISO||Advanced Time Control*||No Description.|
|MC3300||ROM set||false||3ISO||Memory Setter*||Sets the memory state for a file for usage in the MemorySetter/Access IC group.|
|MC3301||ROM get||false||SI3O||ROM Accessor*||Gets the memory state from a file for usage in the MemorySetter/Access IC group.|
|MC4000||full adder||false||3I3O||Full Adder||No Description.|
|MC4010||half adder||false||3I3O||Half Adder||No Description.|
|MC4100||full subtr||false||3I3O||Full Subtractor||No Description.|
|MC4110||half subtr||false||3I3O||Half Subtractor||No Description.|
|MC4200||dispatcher||false||3I3O||Dispatcher||Send middle signal out high sides.|
|MC6020||random 5||true||SI5O||Random 5-Bit||Randomly sets the output on high.|
|MCX230||rain sense||true||SISO AISO||Is It Rain||Outputs high if it is raining.|
|MCX231||storm sense||true||SISO AISO||Is It a Storm||Outputs high if it is storming.|
|MCX233||weather set||false||SISO AISO||Weather Control*||Set rain and thunder duration.|
|MCT233||weather set ad||false||3ISO||Weather Control*||When centre on, set rain if left high and thunder if right high.|
|VAR100||num mod||false||SISO AISO||Variable Modifier||Modifies a variable using the specified function.|
|VAR170||at least||true||SISO AISO||Is At Least||Checks if a variable is at least…|
|VAR200||item count||false||SISO AISO||Item Counter||Adds to a variable the amount of items of a type counted.|
Doors are configurable-width vertical sections of the world that you can toggle on and off. The width of the door can be changed.
They can be toggled using two different methods: * Right clicking a sign * Powering the sign with redstone
Doors consist of three parts:
- The door part made out of one material. By default, you can use stone, dirt, cobblestone, wood, log, glass, wool, double stone slabs, stone slabs, brick, bookshelves, snow blocks, or clay blocks, but this list can be configured.
- One sign post at the bottom in the middle. The second line of the sign must be [Door Up].
- A sign post at the top in the middle. The second line of the sign must be [Door Down].
- If the player is allowed to, they can put infinite on the first line of the signs to not run out of blocks. (If stop-mechanism-dupe is active.)
- The 3rd and 4th lines of the sign symbolize width. The 3rd line is how wide it is on the left, whilst the 4th is how wide it is on the right.
- If stop-mechanism-dupe is turned on in the configuration, you must create the entire door or it will not work. You can restock mechanics by right clicking with the required block.
If you want one side to be un-right clickable, use [Door] as the second line
Doors support redstone: just put a redstone current next to the sign.
- An active input creates the door.
- An inactive input removes the door.
Elevators allow you to move between floors easily. Signs must be created in the same location but above or below in order to link floors to each other.
Elevators are just wall signs that are above or below each other. However, there are three different types of wall signs that determine what you can do on a certain level.
- Using [Lift Up] on the second line of a sign allows players to right click the sign to go upwards toward any other elevator sign.
- Using [Lift Down] on the second line of on a sign allows players to right click the sign to go downwards toward any other elevator sign.
- Using [Lift] on the second line of a sign prevents anyone from right clicking the sign, but you can use it tandem with the other two signs types.
The first line of a sign can be used to tell players who arrive at a level the name of the level.
If the elevator looping setting is enabled, lifts can loop from the top of the world to the bottom, and vice versa. This means lifts going up on the top floor will go to the bottom.
Elevators, as of version 2.0, will no longer put players in blocks and suffocate them if a teleportation would put a player in such a position. Elevators will also now check to see if there is flooring below the player at the destination. Be aware that elevators teleport the player directly upwards or downwards. Also when constructing an elevator, be sure to have enough room height-wise or else you’ll get the message “Your destination is obstructed.”
You can’t have one elevator system for multiple floors, unless [Lift UpDown] is used. An elevator goes always from the sign to the sign above or below it (defined by the sign text). If you want a multiple-floor elevator you simply need multiple elevators.
Gates are fence gates made of arbitrary shapes and sizes that can be toggled on and off.
- They can be toggled by right clicking a sign, or;
- They can be set with redstone input.
When toggled off, gates leave the top row of fences intact as so it knows where to restore the fence blocks.
Gates consist of two parts:
- Stacked fence blocks make up the gate. To stack fence blocks, place fences on top of each other. Repeat for each row. Make sure the top of the gate is covered.
- A nearby wall sign with [Gate] on the second line.
- If the player is allowed to, they can put infinite on the last line of the signs to not run out of blocks. (If stop-mechanism-dupe is active.)
If stop-mechanism-dupe is turned on in the configuration, you must create the entire gate or it will not work. You can restock mechanics by right clicking with the required block.
Gates support redstone: just put a redstone current next to the sign.
- An active input creates the gate.
- An inactive input removes the gate.
Because gate signs work with an area effect (looking for fences), they may trigger adjacent gates accidentally. An alternative is to use the [DGate] sign which looks at most one block away and two blocks below for gates to open.
Gates can be used as:
- Flood gates to block water or lava.
- Gates to castles or doors.
- Trapping unfortunate creatures or players in an area
- Some other clever use that will blow all of our minds.
Castle gate example
Gates are often used for castles, they have a nice medieval look. Below is an example of a castle gate.
- Make a hole in the wall that is 1 higher and 2 wider than the resulting walk-through area
- Fill the highest row with solid blocks (probably stone). This is needed for a gate for function.
- Fill the space below with fences.
- Add solid blocks (stone again) in front of the gate, as shown on the image.
- Add the gate signs to both sides of the gate (left and right) and possibly also on the outside.
Bridges are configurable-width flat sections of the world that you can toggle on and off. The width of the bridge can be changed.
They can be toggled using two different methods:
- Right clicking a sign
- Powering the sign with redstone
Bridges consist of three parts:
- The bridge part made out of one material. The allowed materials are specified in the configuration.
- One sign post on one end, either above or below the bridge. Alternatively, a wall sign can be placed on the side of the block that the sign post would be placed above/below. The second line of the sign must be [Bridge].
- A sign post on the other end, either above or below. Alternatively, a wall sign can be placed on the side of the block that the sign post would be placed above/below. The second line of the sign must be [Bridge] or [Bridge End] (you are only able to right click the first type).
- If the player is allowed to, they can put infinite on the first line of the signs to not run out of blocks. (If the configuration is set to require blocks)
- The 3rd and 4th lines of the sign symbolize width. The 3rd line is how wide it is on the left, whilst the 4th is how wide it is on the right. For example, the 3rd line being 0 and the 4th line being 1, will be a 2 wide bridge with the second row being on the right side. The default width is 1 on both lines (Making it have a default width of 3 overall)
The signs can be both either above or below the bridge (Or on the side of the block), but they must be in the center.
Bridges support redstone: just put a redstone current next to the sign. You may want to place signs under bridges so that they are not unsightly if you do use redstone.
- An active input creates the bridge.
- An inactive input removes the bridge.
Aside from the obvious use as a retractable bridge, some possibilities include:
- Using them as flood gates to block water or lava.
- Using them as flood gates to unleash water or lava on unsuspecting players.
- Luring enemies into a pit with a bridge floor, then releasing the enemies when an unsuspecting player is nearby.
- Function as a trap door to catch unsuspecting players.
- Toggle a part of a house’s floorboards to hide things underneath.
- Switch a sky light on and off.
- Suffocating unsuspecting intruders or hostile mobs.
- Some other clever use that will blow all of our minds.
Cooking Pots allow you to bulk-cook food, and optionally ores and other smeltable items, over a fire.
Cooking pots consist of three parts:
- A block to burn, with a [Cook] sign on it. (Netherrack recommended)
- A fire on the block with the sign on it.
- A chest, to cook inside.
Placing raw ingredients into the cooking pot will cause it to cook them. The cooking pot can be configured to work only on raw foods, or to work on all smeltable items.
All mods are theoretically supported, as the Cooking Pot scans furnace recipes. If it’s set to only cook foods, only recipes where the result provides hunger are included.
It is possible to open the chest by right clicking the cook sign even if the chest is obstructed, therefore making it possible to put blocks over the top of the chest.
The cooking pot can be configured to require fuel. Even in the case that fuel isn’t required, it still impacts the cooking process.
If fuel isn’t required, cooking speed is increased whilst fuel is provided.
To refuel the mechanic, right click the sign with a fuel source.
If enabled in the configuration, it is possible fuel the cooking pot with a pulsing redstone signal. For each power level of redstone, the cooking pot will gain 1 fuel point.