Wireless redstone
Pair devices
- Craft Senders, Receivers or Transponders using RECIPES.md, or obtain them from staff. Ordinary repeaters, comparators and targets stay vanilla.
- Place each on solid support. Use ordinary dye on each; matching color, owner and world make one bus. Pairing costs one dye in survival; repeating the same color costs nothing.
- Power any linked sender or transponder. Active linked receivers and transponders within range follow the bus.
- Empty-hand use opens settings. Touch users get forms when available; other players get a chest menu. Commands also work.
One bus exists per owner/color/world, even across distant installations. Use different colors for independent rooms. You cannot join another player's bus by using their color.
Transponders
Transponders receive and send redstone on all six sides. No front, input side, rotation or isolating diode is required. Place two, dye both blue, and power either with a lever, button, independent dust, powered block or wire-hook circuit. Both output 15 when the bus is on and 0 when off. Releasing the independent input releases Follow mode.
Dust powered only by that same wireless bus is ignored as a new input, preventing a self-latch. Independent input still works while receiving. Multiple physical inputs into one target combine: its local input goes off when all its inputs are off.
Vanilla repeaters/comparators can direct physical connections. Senders provide directional input; Receivers provide directional output. A Receiver from another color bus can feed a transponder to bridge channels. Deliberate diode/torch feedback circuits remain physical redstone and can latch or oscillate.
Senders, receivers and switches
- Sender (repeater): feed its rear; the vanilla arrow points away from input. Only sends wirelessly.
- Receiver (comparator): outputs along its arrow. Only receives wirelessly.
- Transponder (target): sends and receives on all sides.
Follow uses the last device whose local input changes, including OFF. A on, B on, A off leaves output off even while B stays on. An unchanged powered device never takes control again. Loading/rejoining is not a new flip.
Follow sends the device's actual on/off state. For buttons at either doorway that flip the lights on each press, select Toggle. Button release does not flip Toggle again. Pulse provides a timed output (two seconds by default). Modes and enable/disable affect the entire color bus. Wireless signals are digital 0/15, not analog strength.
Built-in Tricks' Wires
The same plugin includes /tw. Use ordinary string and crafted Trick Hooks as described in WIRE-PLAYER-GUIDE.md. Run redstone from a hook to any transponder side, or a sender's rear. Wire particles remain owner-only unless a viewer has the explicit admin visibility bypass.
Controls, range and removal
Aim at a device: /grw inspect, /grw mode follow|toggle|pulse, /grw enable, /grw disable, /grw unpair, /grw rotate (senders/receivers only). /tww and /twifi are aliases.
Default range is 128 blocks directly from the winning source to each output. Devices require loaded chunks near a viewing non-spectator, within server simulation distance. Nothing force-loads chunks. Unavailable winning sources switch outputs off; older powered devices do not take over. Transponders do not extend range through a relay chain.
Break your device normally for its tagged item in survival. Remove devices before support blocks. Creative use has no item/dye costs or removal refund. Craft the three upgrade components and assemble devices as shown in RECIPES.md. Their channel keys show the paired dye color and their red lights show power when the resource pack is installed.
Diode and Smart Repeater
Craft Diodes from quartz, redstone, a comparator and stone. Craft Smart Repeaters from an iron ingot, redstone, a clock, a repeater and stone. Exact patterns: RECIPES.md. All functional devices can be made from vanilla resources without commands.
With a device or component in hand, use chests, doors, trapdoors, buttons and levers normally. Crouch to place a device against an interactive block instead; its destination still needs suitable support. The same rule applies to interaction taps on mobile.
The Diode passes power from its rear to its front, preserving strength without boosting it or spending a strength level. Ordinary dust still weakens normally. Twenty forward-facing diodes followed by fifteen dust positions can carry a strength-15 source through those 35 positions, ending at strength 1. Reversed diodes block the path; powering a diode's side does not feed it. Diodes are sampled each game tick, with no extra per-diode timer.
Empty-hand use opens the Smart Repeater menu. Set a delay from 0.05 to 30 seconds in 0.05-second steps, or choose a preset. Its output is digital 0/15.
- Same redstone bandwidth? YES: delay both edges, retaining each observed input pulse's duration. A held input becomes a held output after the delay.
- NO: produce one short output pulse, normally 0.5 seconds. Select START to trigger from input turning on, or END to trigger from input turning off. The selected delay starts at that edge.
- Overlapping short pulses merge into one continuous powered interval. They do not cancel each other early.
Settings persist on the placed device. Changing settings or rotating clears its pending output. Unloading the device/adjacent chunk, restarting, or /grw reload clears pending pulses and output; stale pulses are not replayed. A powered input after loading is sampled as a fresh input. No chunks are force-loaded. Timings use 20 game ticks per second and stretch with server lag. Pulses shorter than one game tick may not be sampled.
These two devices do not use dye buses. Both the mobile form and chest menu offer the same delay, bandwidth, trigger, rotation and inspection choices. Use redstone to connect them to wireless devices or Tricks' Wires hooks.
New placements are flipped exactly 180 degrees relative to 0.3.0. Existing placed devices keep their direction to preserve circuits; use /grw rotate twice to reverse a Sender, Receiver, Diode or Smart Repeater. Transponders still power and read all sides.
Left-click or use the normal touch break gesture to remove your device immediately. Its invisible cover does not need to be mined; owner, game-mode and claim checks still apply.
Tricks' Wires
Make a wire
- Craft Trick Hooks with the normal recipe: iron ingot above a stick above planks. The recipe makes two hooks.
- Place hooks on solid wall faces, pointing toward the wire path. Prepare a level path with solid blocks beneath it.
- Hold ordinary string in your main hand. Tap/right-click the first hook or the top of a supporting block.
- Walk to the endpoint and tap it. It must be at the same height, straight along X or Z. The run fills automatically and uses one string for each new wire position.
- A new endpoint becomes the next start, so you can click along the other axis to make a corner. Finishing at another Trick Hook or an existing wire point automatically ends the run and clears your selection, including when you close a loop or join a junction.
After finishing, your next click with string selects a fresh start. You do not need /tw cancel between completed runs. Clicking a hook or existing wire with no active selection still selects it as the start of a new line. Simply clicking the same starting point again does not finish a run.
Hooks do not cost extra string when used as endpoints. Existing wire positions are not charged twice. A blocked, diagonal, protected, too-long, or unaffordable run is rejected in full and your last starting point remains selected.
Vanilla string for farms
Crouch while placing ordinary string to place normal vanilla tripwire, including for controlling melon and pumpkin growth. This clears any unfinished Tricks’ Wires selection and leaves placement to Minecraft and your server’s normal protection rules. Stand normally to build virtual Tricks’ Wires again. Existing vanilla tripwire is not converted.
You can open chests and use doors while holding string or a Trick Hook. Crouch to place against those blocks.
Branches and triggers
After completing a run, tap one of your existing wire points and extend from there to make a junction. Use /tw cancel first only if you still have an unfinished run selected. You can also use /tw select while aiming at the supporting block. Runs connect where they share a point; adjacent parallel runs remain separate. Connecting an active run into an existing wire point finishes that run automatically.
A connected network needs at least two hooks to activate. Crossing any part activates all its connected hooks. Players and mobs trigger it by default, including players who cannot see its particles. Jumping completely over the wire avoids its low detection area.
Seeing and cutting
Your wire appears as subtle particles within six blocks by default. Other players cannot see those particles unless an administrator grants the explicit visibility bypass. Actual hook blocks remain visible.
Shears are the wire removal tool. Hold them in your main hand and use/right-click the block supporting a wire point to cut it and recover one ordinary string. The support block stays intact. On mobile, use the interaction tap or aim at the support and choose Cut in /tw; mining the support is not needed. Break your Trick Hook normally to recover it. Removing a corner or junction disconnects its branches. Creative placement is free and creative removal gives no items.
Your colors
Open /tw colors, or choose Choose particle colors in /tw. The same single-chest color menu works with ordinary clicks or taps on Java and Bedrock, including mobile.
Choose Wire, Corners, or Junctions in the bottom row, then select one of the 18 colors above. Choices save immediately, survive restarts, and update all your existing and future wires. Reset restores light-gray lines, amber corners and cyan junctions. Corners mark turns; junctions mark three or four connected directions. Markers update as you extend or cut the network.
Privacy is unchanged: only you and admins with the explicit visibility bypass see your nearby particles. Such admins see your chosen colors. Placement previews retain their green/red hints.
Mobile and controller controls
Tap the solid supporting block; there is no need to target a particle or tap empty air. /tw opens controls for placing a point, selecting a branch point, cutting, cancelling, and help. Aim at the block before opening the menu. Hold string to place, or shears to cut.
GrimsClientChecker's current menu preference selects native touch forms when Floodgate is available. Java and non-touch clients use a small inventory menu. If forms are unavailable, the inventory menu still works.
Commands work on every client:
| Command | Action |
|---|---|
/tw |
Open controls |
/tw point |
Place/complete a run at the block you are aiming at |
/tw select |
Select an existing point without extending a run |
/tw cut |
Remove the aimed wire point or hook |
/tw cancel |
Clear your current starting point |
/tw colors |
Choose your wire, corner and junction colors |
/tw help |
Show instructions |
/tw status |
Show your saved point count |
Sneak-use with string also cancels, but this gesture is optional. Selections expire after three minutes by default and clear on logout, death, or changing worlds. Saved wires stay in place.
Ordinary string stays ordinary string in your inventory, with its normal name, appearance and crafting uses. It becomes Tricks' Wires only when you build the virtual wire in the world; recovering it returns plain string. No global item rename is used.
Staff may award a separate string collectible named Tricks' Wire. This novelty is not required or consumed for wire building, and is not a wire drop. Hooks supplied by votes, commands, or crates are not Trick Hooks. Crops' Noodles are not wire.
Redstone and detection height
Every connected network with at least two hooks powers all its hooks when triggered. Each supplies strength 15 and powers its solid mounting block. Place a repeater behind that block, facing away from it, to feed your circuit. Wire lines, corners and junctions do not output redstone. Default release is 10 ticks (about half a second) after the last detected contact.
The default sensor is a thin line near the floor: its center is 0.125 blocks above the support, with a 0.2-block-tall detection band. Players, mobs and vehicles trigger it by default. Projectiles can be enabled by the server owner, but still need to intersect the same band; this does not make a tall detection wall. Horizontal runs require support underneath; a vertical detection curtain is not included.
Crafting GrimsRedstoneWifi devices
Each recipe makes one item. Use a crafting table for the components.
C = copper ingot, I = iron ingot, R = redstone dust, S = stick, . = empty.
Sender Component
. C .
R S R
. I .
Costs: 1 copper ingot, 1 iron ingot, 2 redstone dust, 1 stick.
Receiver Component
. I .
R S R
. C .
Costs: 1 iron ingot, 1 copper ingot, 2 redstone dust, 1 stick. The iron goes above the stick; copper below it.
Transponder Component
C R C
I S I
. R .
Costs: 2 copper ingots, 2 iron ingots, 2 redstone dust, 1 stick.
Assemble a device
Place these ingredients anywhere in the crafting grid:
| Device | Ingredients |
|---|---|
| Sender | Ordinary repeater + Sender Component |
| Receiver | Ordinary comparator + Receiver Component |
| Transponder | Ordinary repeater + ordinary comparator + Transponder Component |
The transponder combines both device roles. Its internal block is still a target, but no target is needed in the recipe.
Diode
A quartz junction on a stone base, with redstone leads on either side of a comparator.
. Q .
R C R
S S S
Q = nether quartz, R = redstone dust, C = ordinary comparator, S = stone. Costs: 1 quartz, 2 dust, 1 comparator and 3 stone. Makes 1 Diode.
Smart Repeater
A clock supplies the timer; an iron cap and stone feet surround the redstone circuit.
. I .
R K R
S C S
I = iron ingot, R = redstone dust, K = clock, C = ordinary repeater, S = stone. Costs: 1 iron ingot, 2 dust, 1 clock, 1 repeater and 2 stone. Makes 1 Smart Repeater.
Both recipes use a crafting table and ordinary, unmodified vanilla ingredients. No upgrade paper or command is needed for these two devices. All five functional devices are obtainable from vanilla resources; wireless devices use the three craftable components above. Trick Hooks use the normal vanilla hook recipe, and wires use ordinary string. Dye channels use ordinary vanilla dyes.
Components are distinct tagged paper items with custom appearances and names. Ordinary or renamed paper cannot substitute. Previously issued tagged components still work. Use unmodified vanilla ingots, sticks, dust, repeaters and comparators; named/custom items are rejected. Wireless devices/components cannot be recycled through unrelated recipes. Automatic crafters use the same ingredient checks.
All eight recipes are discovered on joining. The assembly recipe book can show the paper base ingredient; use the matching named component from this guide. The server checks its identity before crafting, including shift-clicks and automatic crafting. Each craft consumes one from each occupied ingredient slot.
The eight patterns were checked against 1,056 vanilla crafting recipes in Paper 26.3 build 119 with no collisions. At startup, the plugin also checks registered shaped/shapeless recipes from the current server; a detected collision stops startup with a ranked error instead of replacing another recipe. Plugins that add recipes after startup still require administrator coordination.
Staff can also use /grw give PLAYER sender-component 1, receiver-component, or transponder-component. Devices themselves remain available through the existing admin give command.