A dispenser is a solid block used as a redstone component to dispense items.
- 1 Obtaining
- 1.1 Crafting
- 1.2 Natural generation
- 2 Usage
- 2.1 Container
- 2.2 Redstone component
- 3 Sounds
- 4 Data values
- 4.1 ID
- 4.2 Metadata
- 4.3 Block states
- 4.4 Block data
- 5 Video
- 6 Achievements
- 7 History
- 8 Issues
- 9 Trivia
- 10 Gallery
- 11 See also
- 12 References
Obtaining [ edit ]
Dispensers can be mined with a pickaxe, in which case it drops itself and its contents. If mined without a pickaxe, the dispenser drops only its contents.
|Breaking time [note 1]|
- ↑ Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed.
Crafting [ edit ]
Natural generation [ edit ]
Two dispensers are naturally generated in every jungle temple.
Usage [ edit ]
A dispenser can be used as a container and as a redstone component that dispenses items when activated, with results varying on the item dispensed. For example, the trap in a jungle pyramid incorporates arrows inside a dispenser, which shoots when activated.
To place a dispenser, use it while pointing at a surface adjacent to the space it should occupy. A dispenser can be placed so that its output faces in any direction, including up or down. When placed, a dispenser always faces the player placing it.
A dispenser cannot be moved by pistons [ Java Edition only ] or water. Lava flows around a dispenser.
Container [ edit ]
A dispenser has 9 slots of inventory space.
To open the dispenser GUI, use the Use Item control. To move items between the dispenser inventory and the player inventory or hotbar while the dispenser GUI is open, drag or shift-click the items. To exit the dispenser GUI, use the Esc control.
By default, the GUI of a dispenser is labeled “Dispenser”. A dispenser’s GUI label can be changed by naming the dispenser in an anvil before placing it, or by using the data command [ Java Edition only ] . For example, to label a dispenser at (0,64,0) “My Dispenser”, use data merge block 0 64 0
A dispenser can be “locked” by setting the dispenser’s Lock tag. If a dispenser’s Lock tag is not blank, the dispenser cannot be accessed except by players holding an item with the same name as the Lock tag’s text. A dispenser’s Lock tag can be set or unset with the data command. For example, to lock a dispenser at (0,64,0) so that only players holding an item named “My Key” can access the dispenser, use data merge block 0 64 0
Redstone component [ edit ]
A dispenser can be used to dispense its contents randomly.
A dispenser is a redstone mechanism and can be activated by:
- an adjacent active power component: for example, a redstone torch (except that a redstone torch does not activate a dispenser it is attached to), a block of redstone, a daylight sensor, etc.
- an adjacent powered opaque block (for example, a block with an active redstone torch under it)
- a powered redstone repeater or redstone comparator facing the dispenser
- powered redstone dust configured to point at the dispenser, or on top of it, or a directionless “cross” next to it; a dispenser is not activated by adjacent powered redstone dust that is configured to point in another direction.
Some of these methods can activate a dispenser (in the sense of triggering an action) without actually powering the dispenser (in the sense of whether the dispenser can power adjacent Redstone dust, etc.).
In addition to the methods above, a dispenser can also be activated by quasi-connectivity. [ Java Edition only ] A dispenser becomes activated if one of the methods above would activate a mechanism component in the block above the dispenser, even if there is no mechanism component there (even if the block above the dispenser is air or a transparent block), but only when the dispenser receives a block update (including a Redstone update within two blocks of the dispenser). A dispenser does not activate if it has been less than 1 redstone tick (2 game ticks, or 0.1 seconds barring lag) since its last activation ended.
When activated, a dispenser waits for 2 Redstone ticks (4 game ticks, or 0.2 seconds barring lag) and then ejects one item. The dispenser does not continue to eject items while activated; ejection occurs only on the initial activation (the rising edge of an input signal). To eject multiple items, repeatedly activate the dispenser with a clock circuit. If the clock runs at faster than 5 hertz (more than 5 Redstone pulses a second), the dispenser fires once and then locks in the “on” position.
If multiple slots are occupied by items, a random occupied slot is chosen for ejection. The slot is chosen when an item is ejected, not when the dispenser is initially activated, thus it is possible to move items into or out of a dispenser between its activation and item dispensing.
The effects of being activated vary with the type of ejected item. Most items are thrown in the direction the dispenser is facing as if a player had used the Drop Item control. (Unlike a dropper, a dispenser can’t feed another container.) Other items behave differently when dispensed:
|Equips on a player, armor stand, skeleton, wither skeleton, stray, zombie, husk, pillager, drowned, vindicator, villager, piglin or zombified piglin within the block the dispenser is facing with empty appropriate armor slot (any armor, made from any material).|
|Armor Stand||Placed as an entity in the block the dispenser is facing. [ Java Edition only ] |
|Fired in the direction the dispenser is facing.|
|Boat||Placed as an entity (i.e., a right-clickable vehicle) in the block the dispenser is facing, if the dispenser is facing the water or an empty block above water — otherwise dropped, which is unintentional. |
|Bone Meal||Uses bone meal (as fertilizer) on the block the dispenser is facing, if possible. If the block faced does not react to bonemeal, no bone meal is used.|
| Bottle o’ Enchanting
|Thrown in the direction the dispenser is facing as if the player had right-clicked the item in their inventory. Splash potions and lingering potions are fired farther.|
|Bucket||Collects lava or water source block the dispenser is facing, adding the newly filled bucket to an empty slot in the dispenser’s inventory. If there isn’t room in the dispenser for the newly-filled bucket (i.e. the empty bucket was part of a stack and all other slots in the dispenser are also full), drops the filled bucket. If no source block is in front of the dispenser, drops an empty bucket, which is unintentional. |
|Fire Charge||Launches fireball (as if produced by a blaze) in the direction the dispenser is facing. When a dispensed fireball hits a mob (including a player) or a block, the mob or block is set on fire. When a dispensed fireball hits a boat or minecart, the vehicle is destroyed and drops itself as an item.|
|Firework Rocket||Launches in the direction the dispenser is facing. It can be used to inflict damage if it was crafted with stars.|
|Flint and Steel||If the dispenser is facing an air block and having an available block below this air block, places fire in the air block and reduces the durability of the flint and steel. If the dispenser is facing TNT, it ignites the TNT, if facing to a obsidian frame, it ignites the Nether portal. Otherwise, does nothing.|
| Lava Bucket
Tropical Fish Bucket
|Places lava or water in the block the dispenser is facing (replacing the lava or water bucket in the dispenser with an empty bucket) if the block the dispenser is facing is one that the player could use lava or water buckets on (e.g., air, flowers, grass, etc. — doesn’t work with a cauldron) — otherwise dropped – not an intentional feature.  Water dispensed in The Nether disappears instantly, leaving only the empty bucket in the dispenser. If the bucket contains a fish, the fish is spawned along with the block of water.|
Minecart with Chest
Minecart with Command Block
Minecart with Furnace
Minecart with Hopper
Minecart with TNT
|Placed as an entity (i.e., a right-clickable vehicle) in the block the dispenser is facing, if the dispenser is facing a type of rails — otherwise dropped – not intentional. |
|If placement completes the construction of an iron golem, snow golem, or wither, the entity is created as if constructed by a player. Equips on a player, mob or armor stand with an empty helmet slot, within the block the dispenser is facing. Otherwise, does nothing.|
|Shulker Box||Placed as a block.|
|Spawn Egg||Summons a mob in front of the dispenser.|
|TNT||Places and ignites TNT in the block the dispenser is facing, with a small velocity in a random direction.|
|Trident||Thrown in the direction the dispenser is facing. [ Bedrock Edition only ] [ upcoming: JE Tests]|
|Shears||Shear any sheep, snow golem [ Java Edition only ]  , or mooshroom [ Java Edition only ]  that is in the block in front of it.
Harvests honeycombs from a full beehive or nest.
|Glass Bottle||Fills bottle with water if the dispenser is facing a water source block.
Fills the bottle with honey if the dispenser is facing a full beehive or bee nest. If cannot be used, the item is dropped, which is both intentional  and not intentional. 
|Horse Armor||Place horse armor on any tamed horse that is in the block in front of it. [ Java Edition only ] |
|Saddle||Place a saddle on any pig, tamed horse, donkey, mule or strider that is in the block in front of it. [ Java Edition only ] |
|Carpet||Place a carpet on any tamed llama that is in the block in front of it. [ Java Edition only ] |
|Chest||Place a chest on any tamed llama, donkey, or mule that is in the block in front of it. [ Java Edition only ] |
|Glowstone||Charges any empty or partially filled respawn anchor. If facing a full respawn anchor, it does nothing.|
|Others||Dropped: Ejected toward the block the dispenser is facing as if a player had used the Drop Item control.|
When a dispenser dispenses an item, it emits a clicking sound (unless the item is a projectile or a spawn egg) and a smoke particle. If it is empty when activated, it emits a slightly higher-pitched click. The noise of a dispenser can be heard up to 16 blocks away.
A dispenser is a full solid opaque block, so powering it directly can cause adjacent mechanism components (including other dispensers) to activate as well.
A dispenser is a solid block used as a redstone component to dispense items. 1 Obtaining 1.1 Crafting 1.2 Natural generation 2 Usage 2.1 Container 2.2 Redstone component 3 Sounds 4 Data values 4.1 ID 4.2 Metadata 4.3 Block states 4.4 Block data 5 Video 6 Achievements 7 History 8 Issues 9 Trivia…
Crop farming allows players to plant any of several vegetables and other crops on farmland, which then grow over time and can be harvested for food. This page covers four separate crops, all of which share essentially the same growth mechanics, though they produce different crops. All four seeds need to grow to maturity to produce more crops.
- 1 Starting out
- 2 Sowing
- 3 Growth and Harvesting
- 3.1 Growing Conditions
- 3.2 Accelerating Growth
- 3.3 Harvesting
- 4 Growth rate
- 5 Farm designs
- 5.1 Compact design
- 5.2 Compact semi-auto farm
- 5.3 Four-dispenser compact
- 5.4 Micro farms
- 5.4.1 impulseSV’s Farm Design
- 5.4.2 Frilioth’s 1.14.4 Potato, Carrot & Wheat Farm Design
- 5.4.3 Mikecraft’s Farm Design
- 6 Semi-automatic farming
- 6.1 Water-flooded field
- 6.2 Flooded-Cell Farm
- 6.3 Simple Flooding Farm without Dispensers or Pistons
- 7 Fully automatic farming
- 7.1 Super Simple Design
- 7.2 Frilioth’s One Chunk Farm Design
- 8 Video
- 9 Trivia
- 10 See also
Starting out [ edit ]
Each crop requires a seed for planting, and getting the first few can be non-trivial. After the first few seeds, or the first carrot or potato are planted, they will eventually produce more seeds or vegetables than what you started with. These can be used to replant, plus other empty spots; until you’ve filled your farm. All four crops can be found in village farms. *Important*: Wheat seeds’ tags plainly say “seeds”. They are not called wheat seeds.
Most players will want to set up a wheat farm early on, to provide bread as their first food supply; however, as the game progresses, better foods will become available, and the wheat farm will likely be re-purposed for breeding animals. Carrots and potatoes are usually not found until somewhat later in the game.
Wheat is grown from seeds, which can be collected by destroying grass. While grass is common in most biomes, it doesn’t drop seeds all that often ( 1 ⁄8 chance); however, grass is fairly easy to find and mine, so gathering seeds is fairly easy. Harvesting a mature wheat plant yields 1 piece of wheat and 0-3 seeds. If harvested early, they will drop a single seed, but no wheat. The wheat items can be crafted into bread, or combined with other items to make cake, or cookies. While wheat itself can’t be planted, it can be used to breed cows, sheep or mooshrooms. The seeds can be used either to grow more wheat or to breed chickens.
In contrast, Carrots and potatoes are their own seed, and the plants are not found in the wild. Killed zombies will occasionally drop a single carrot or potato, which can then be cultivated and multiplied into a farm’s worth, or they may be found in village farms. Each mature plant can be harvested to get 1-4 potatoes or carrots respectively. A potato plant also has an additional 2% chance of dropping a useless poisonous potato. Both carrots and potatoes can be eaten directly, but potatoes can also be cooked into baked potatoes for more nutrition, while carrots can be used to breed rabbits, or crafted into golden carrots.
Beetroots are grown from beetroot seeds, which can be found as chest loot and in village farms. With a bowl, they can be crafted into Beetroot Soup, an effective but non-stackable food item.
Pigs can be lured and bred using a carrot, potato (raw) or a beetroot.
Sowing [ edit ]
These crops can only be planted on farmland which is produced by using a hoe on dirt or grass blocks. If there is no water nearby (still or flowing, within four blocks horizontally on the same vertical level or one level above), farmland will dry out and revert to dirt, but only if there is no crop yet planted on it. If farmland becomes completely dry and a crop is planted on it, the farmland will not revert to dirt. Thus, it is possible to grow crops without water (say, in the Nether) by hoeing the dirt and immediately planting a crop. The farmland will not revert until the crop is harvested, and even so that can generally be avoided by immediately replanting. Note, however, that this “dry farming” makes crops grow slowly.
At the beginning of the game when buckets are not available, you can till the dirt at the edge of a pond or lake or river, perhaps digging a trench to extend the water supply inland or straightening the shoreline by adding or removing dirt blocks at the top layer of the water’s edge. However, once the player has a comfortable amount of resources, they will usually want to set up some fenced farm plots to prevent mobs from trampling the crops and attacking the farmer.
A basic repeatable farm plot consists of a 9×9 square of farmland with the center square dug out and filled with a water source block. This gives 80 blocks of farmland which can be fenced with 40 pieces of fence including gates and is the most efficient arrangement for simple farms. For larger farms, this plot can be repeated in both the X and Z directions.
Leaving the water source uncovered poses a risk of falling into it and then trampling some of the farmland when jumping out of it. The water can be covered with any block, but using a slab, carpet, lily pad, or other block that can be walked onto without jumping is better to prevent trampling. In cold biomes, covering the water with a solid block will also guard it against freezing. An alternative that also provides light so some crops can continue to grow at night is to suspend a block above the water with one space of air between them—so you can neither fall into the water nor jump on and off the block—and place torches on that block or to suspend a jack o’lantern or glowstone block above the water.
Placing torches or other light sources near the crops allows them to continue growing at night or underground, and it prevents hostile mobs from spawning near them. Planting crops in alternate rows (that is, rows separated by bare farmland or a different crop) will speed up growth as well.
Crops currently growing. Crops ready to be harvested. Sped-up GIF of wheat growing. Crop farming allows players to plant any of several vegetables and other crops on farmland, which then grow over time and can be harvested for food. This page covers four separate crops, all of which share…