Tutorial:Soft inversion
Additional note: This article covers an advanced redstone circuit technique specific to Bedrock Edition.

Soft inversion is a mechanic of pistons and sticky pistons that creates a inverter (NOT gate). When a piston is activated even by a weak (soft) power source it turns off any redstone torch attached to its block within a single Bedrock redstone tick (the piston activates on a C-tick and the torch turns off on a P-tick). This NOT gate behavior is the foundational building block for more complex circuitry, all other compact logic circuit designs are built from this core property of soft inversion. The mechanic works even if the piston is blocked and cannot extend.
Soft powering
[edit | edit source]The key distinction of Soft Inversion lies in the way a piston processes weak (soft) power compared to other opaque blocks.
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A block is soft powered when:
- Redstone dust runs past it, but is not configured to point directly into it.
- Redstone dust is placed directly above it.
- It is adjacent to a strongly-powered block.
For most opaque blocks (e.g., Stone, Wool):
- A block receiving soft power will not turn off an attached redstone torch. A strong power source (e.g., a redstone repeater or redstone comparator facing the block) is required to turn off the attached torch.
For pistons (the soft inversion mechanism):
- A piston receiving soft power will turn off an attached redstone torch.
Tileability
[edit | edit source]The primary advantage of soft inversion is its excellent tileability. Because the core mechanism often relies on vertical power transmission through blocks, multiple inverter units can be placed directly adjacent to each other (stacked vertically or side-by-side) without causing cross-talk. This allows for the construction of dense, modular logic arrays, such as for AND gate banks or memory cells, in a footprint that is impossible with traditional 1-wide, tileable torch inverters.
P‑tick vs. C‑tick phases
[edit | edit source]There are 10 redstone ticks per 20 game ticks. Meaning each redstone tick lasts exactly 2 game ticks. These two game ticks are separated into two phases:
- Redstone torches read their input during the P‑tick and apply their output change on the following C‑tick.
- Pistons activate exclusively during the C‑tick.
Sending a 1 game tick redstone pulse (half a redstone tick) to a piston with a redstone torch attached on either the P- or C- tick produces two completely different behaviors. The pulse’s phase determines whether the piston moves or the attached redstone torch toggles:
- A P‑tick pulse activates only the attached redstone torch which turns OFF, while the piston ignores this pulse entirely and does nothing.
- A C‑tick pulse activates only the piston which extends or retracts, while the attached redstone torch ignores this pulse entirely and stays ON.
Blocked pistons: Even if the piston is blocked and cannot extend, a P‑tick pulse still turns the torch off (the torch responds to the piston's powered state, not its physical movement). Conversely, a C‑tick pulse causes the blocked piston to attempt activation (triggering a block update) but leaves the torch unaffected.
Item sorter
[edit | edit source]Hopper item sorter - using soft inversion This sorter is optimized for bedrock redstone tick speeds, 1-wide, tileable, silent, overflow proof
The core sorting mechanism is controlled by a soft inverter (piston + redstone torch). When the hopper is over 41 items (represented as diamonds in the schematic) the comparator activates the piston and turning off the torch, which locks the hopper. This sorter is optimized for bedrock redstone tick speeds, making it faster than using a java design on bedrock.
Gate designs
[edit | edit source]All gate designs are one-wide, silent, and tileable.
Redstone Inverter (NOT gate)
[edit | edit source]The piston + redstone torch combination serves as a fast and compact NOT gate (inverter), taking power from adjacent dust and outputting an inverted signal.
OR gate
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NOR gate
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AND gate
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The one-wide tileable AND gate is constructed using soft inversion mechanics. It requires two inputs, each connected to a solid block with an attached redstone torch. These torches serve as inverted inputs. The two inverted signals (the torches) are positioned to soft-power a single central piston. An obsidian block is placed on the piston face. The gate functions as an AND gate because the piston is only unpowered (and the output torch is thus powered) when both inputs are ON, which simultaneously turns both input torches OFF. If either input is OFF, its corresponding torch is ON, soft-powering the piston and keeping the output OFF.
NAND gate
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The one-wide tileable NAND gate is built by taking the output of the AND gate and inverting it with a final redstone torch. The initial structure is identical to the AND gate. Two inputs feed into two inverting redstone torches, which soft-power a central piston. An obsidian block is placed on the piston face. By attaching a final redstone torch to the output side of this obsidian block, the signal is inverted. The NAND gate outputs ON whenever at least one input is OFF, and outputs OFF only when both inputs are ON. This makes it the inverse of the AND gate.
XOR gate
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XNOR gate
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Latches
[edit | edit source]Compact Memory (RS NOR Latch)
[edit | edit source]Soft Inversion allows for the creation of extremely compact, one-wide, tileable, and silent RS NOR Latches (1-bit memory cells). These latches are immune to the noise and signal strength issues of standard dropper-based latches.
- This design requires an input pulse of at least 2 game ticks to prevent the circuit from entering a clocking state.
- The use of pistons (as transparent blocks) in the structure enables a simple, interference-free global reset line to be wired across the top of multiple latches.
One-Tick pulse circuits (Monostable circuit & clocks)
[edit | edit source]Soft Inversion is the foundation for creating the fastest possible one-tick pulse limiters and one-tick clocks in Bedrock.
- One-Tick Pulse Limiter: A piston/torch inverter is looped back to power itself, creating a momentary pulse (1 game tick) before the circuit snaps back to its stable state. This is highly compact, silent, and one-wide tileable.
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Switchable one-tick clock
1-wide, tileable, silentCan be toggled on and off via the input line (I)
- One-Tick Clock: Two piston/torch inverters are connected in a loop, creating a self-sustaining oscillation that toggles every game tick (a 2-tick cycle). This is the fastest, silent, and one-wide tileable clock .
Design Principles and Examples
[edit | edit source]Core Design
[edit | edit source]A fundamental soft inverter design involves:
- A (sticky) piston facing upwards or sideways.
- A redstone block or other conductive block in front of the piston.
- A control line that directly powers the piston to make it retract.
- An indirect power source (e.g., redstone dust on a block above the piston) that would cause the piston to extend if it were directly powered.
When the control line is OFF, the indirect power extends the piston, pushing the redstone block to power the output. When the control line is ON, the piston is directly powered and retracts. If the timing is arranged so the indirect power is removed in the same tick, the piston retracts without ever extending, leaving the output OFF.
Videos
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History
[edit | edit source]| Pocket Edition Alpha | |||||||
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| v0.16.0 | This mechanic was first documented in Pocket Edition.[1] | ||||||
| Bedrock Edition | |||||||
| 1.2.0 | This mechanic was transferred over to Bedrock Edition. | ||||||
| February 8, 2020 | Mojang marked the mechanic as "Won't Fix". | ||||||
See also
[edit | edit source]- Redstone circuits/Logic - For standard logic gate implementations.
- Redstone components - Details on component behaviors.
- Tutorial:Redstone - General redstone guides.
References
[edit | edit source]Navigation
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