Wiki · Crafting & Machines
Everything you won't find in vanilla. Lay the ingredients out exactly as shown in a crafting table — every classic recipe still works too. Hover, tap or tab onto any slot to see what goes in it.
These work on the server today. Every one has been checked against what the server actually accepts in a crafting table.
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Today it moves its whole five-slot inventory every cycle — it fills from the container above and empties into the block it faces, on the same 8-tick beat as a normal hopper. A powered hopper is locked, exactly like vanilla.
Changing soon: a Super Hopper will move one stack per transfer instead of all five slots, so it becomes the first rung of the tier ladder rather than the top of it. See Hoppers for what Mega and Giga add above it.
Hopper ×5
Ender Chest ×1
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Right-click a mob to scoop it up, right-click a block to set it back down — exactly as it was: name, tame, age, health and all. Even shulkers.
Shulker Shell ×6
Ender Chest ×3
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The vanilla TNT checkerboard with bamboo blocks where the sand goes — so TNT is craftable from fully renewable bamboo. No sand pit required.
Gunpowder ×5
Bamboo Block ×4
These four used to be store-only. They are craftable now — and all four follow one rule, so learn one and you have learned them all: the block's own vanilla version in the middle, ringed by eight ingredients. The outlined slot in each grid is that centre block.
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A dispenser that builds instead of throwing. It never fires anything out — on a redstone signal it takes one item from inside and sets it down as a real block, at a distance the signal itself decides.
The signal is a range dial, and it runs backwards on purpose. A full-strength 15 (a lever or redstone block right on it) places one block away; every point weaker reaches one block further, so a signal of 1 — fifteen blocks of dust, or a comparator wound right down — places fifteen blocks away. The rule is distance = 16 − signal.
It fires on any change in signal strength, not just on being switched on. A steady signal places once and then holds. A clock places once per pulse. And a comparator reading a chest or hopper that is draining — its output stepping 15, 14, 13… — walks the placer one block further out with every step, which is how you build a line without moving anything.
Dispenser ×1
Music Disc — Stal ×7
Music Disc — Pigstep ×1
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The other half of the pair, and it is a furnace, not a dispenser — because a furnace already has the three slots this machine needs. Tool in the top slot (where the ore would go), repair material in the fuel slot, drops come out of the result slot. It never actually smelts anything; the flame is decoration.
The tool decides everything. The breaker is exactly as good as the pickaxe you put in it — Fortune and Silk Touch apply just as if you were holding it. Point it at something the tool cannot harvest (a shovel at stone) and it leaves the block standing rather than destroying it for nothing.
Same redstone rules as the Placer: distance = 16 − signal (15 digs the block right in front, 1 digs fifteen away), it fires on any change in signal strength so a draining comparator walks it outward, and it swings at most once every 4 ticks. No signal, no digging — but it keeps topping up its repair material either way.
Put a sword in the top slot instead and it becomes a mob killer. It swings at whatever is in front of it as if a player struck it: base sword damage plus Sharpness, Smite or Bane of Arthropods, Knockback to shove them, Fire Aspect to light them, and Sweeping Edge to fan a lighter hit across the mobs packed around the first one. Drops land where the mob dies, for your existing hopper or water-stream collection to pick up.
Furnace ×1
Disc Fragment ×6
Echo Shard ×2
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Houses a flock and lays for you — the chickens live inside the block instead of as entities, so a huge flock costs the server almost nothing.
Barrel ×1
Dispenser ×4
Blue Egg ×1
Brown Egg ×1
Egg ×1
Music Disc — Lava Chicken ×1
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Fires a redstone signal before the server restarts, so your farms can shut themselves down cleanly instead of being caught mid-cycle.
Target ×1
Dark Prismarine ×4
Sea Lantern ×4
A matched pair, and they follow the same one rule as the four above: a plain vanilla block in the middle, ringed by eight ingredients. Each is built out of the other's centre, so the two grids are the same ring turned inside out. Neither does anything until it is powered, and each one only reaches its own chunk, below itself.
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Give it a redstone signal and it holds everything in the chunk below it at light level 0. Torches and lamps pop off as drops, new ones refuse to place, and the dark is real — mobs spawn in it.
Redstone Lamp ×1
Copper Bulb ×4
Lantern ×4
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The same ring turned inside out. While powered it cancels block physics in the chunk below it — sand and gravel hang in mid-air, torches hold on walls you have already mined out, concrete powder never sets, rails keep their shape.
Copper Bulb ×1
Redstone Lamp ×4
Lantern ×4
Six machines, four tiers each. Super means the same thing on every one of them: a stack at a time instead of an item at a time. That is the rung to learn.
Above Super each family goes its own way, because "more" means something different to each of them. Hoppers carry more per trip. Furnaces, smokers and blast furnaces cook those stacks faster. Dispensers fire more slots at once.
The vanilla block, unchanged. One item per action. No ring, no badge, no recipe — you already know how to make it.
A stack at a time. Aqua ring. The one rung that means the same thing on every machine, and the one you will build dozens of.
Double what a Super does. Purple ring. A whole inventory for a hopper, twice the smelting speed for a furnace, two slots at once for a dispenser.
The end of the line. Gold ring. Containers swallowed whole by a hopper, five times the smelting speed, three slots at once from a dispenser.
The ring colour and the numeral say the same thing twice on purpose, so a tier is still readable if you cannot tell aqua from purple. Every tiered item is its own machine's texture with that ring and numeral over it — a Mega Furnace looks like a furnace, because it is one.
Read across a row to see what upgrading one machine buys you. Read down a column to compare all six machines at the same tier. On a narrow screen the table scrolls sideways; the machine names stay put.
| Machine | I · Base | II · Super | III · Mega | IV · Giga |
|---|---|---|---|---|
| Hopper | One item every 8 ticks.Vanilla | One stack per transfer.Live — changing | Its whole inventory per transfer.Coming soon | Containers and loose stacks, instantly, into the storage below.Coming soon |
| Furnace | One item per 10 s.Vanilla | A stack at a time.Coming soon | Stacks, twice as fast as a Super.Coming soon | Stacks, five times as fast as a Super.Coming soon |
| Smoker | One food per 5 s.Vanilla | A stack at a time.Coming soon | Stacks, twice as fast as a Super.Coming soon | Stacks, five times as fast as a Super.Coming soon |
| Blast Furnace | One ore or metal per 5 s.Vanilla | A stack at a time.Coming soon | Stacks, twice as fast as a Super.Coming soon | Stacks, five times as fast as a Super.Coming soon |
| Dispenser | One item per pulse, with all the vanilla tricks.Vanilla | One whole stack at once — 64 TNT, or 16 eggs.Coming soon | 2 slots at once.Coming soon | 3 slots at once.Coming soon |
| Dropper | One item per pulse, into the container it faces.Vanilla | Not decided yet.Not spec'd | Not decided yet.Not spec'd | Not decided yet.Not spec'd |
One recipe shape, twice. Each step up a hopper is the Super Hopper's own grid with the tier below in it: five of them ringing one ender chest. Learn it once and you have both upgrades.
The other five machines do not have recipes yet. Kelp is laying them out himself, so nothing is shown here rather than a guess that would look official and be wrong.
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This is the Super Hopper's grid with Super Hoppers in it. The same swap again makes a Giga: five Megas and one more ender chest.
That means a tier is five times the hopper below it, and the cost runs away from you fast. That is the point: a Giga is meant to be a thing you build once.
Super Hopper ×5
Ender Chest ×1
| Tier | Direct recipe | Total plain hoppers | Total ender chests |
|---|---|---|---|
| II · Super | 5 hoppers + 1 ender chest | 5 | 1 |
| III · Mega | 5 Super + 1 ender chest | 25 | 6 |
| IV · Giga | 5 Mega + 1 ender chest | 125 | 31 |
31 ender chests is 248 obsidian and 31 eyes of ender. A Giga Hopper on top of that is 125 hoppers — 625 iron ingots and 125 chests.
The machine the whole ladder was designed around, and the only one with a rung that exists today.
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Super (II) — one stack per transfer, on the ordinary 8-tick hopper beat. A single Super Hopper drains a chest in a couple of minutes instead of an afternoon.
Mega (III) — its whole inventory per transfer. It fills itself from above and empties into what it faces in the same cycle, so a full load flows straight through.
Giga (IV) — instant, and it eats containers whole. Drop a shulker box or a chest onto it and the contents land in the storage below the same tick, still sorted into stacks. No cadence, no waiting.
Mega Hopper ×5
Ender Chest ×1
Kelp calls these three the furnace collection, and they tier identically. Super is about batch size; Mega and Giga are about speed.




Super (II) — smelts a stack at a time instead of an item at a time. This is the big one: a chest of raw iron stops being an afternoon.
Mega (III) — the same stacks, twice as fast as a Super.
Giga (IV) — the same stacks, five times as fast as a Super.
All three read the same on a smoker and a blast furnace; those two just keep their own faster base cycle and their own shorter list of things they will cook.
The pair that fire on a redstone pulse. A dispenser still does all the vanilla tricks — shooting arrows, tipping buckets, shearing sheep — at every tier. It just does more of them at once.




Super (II) — fires one whole stack at once. A stack of TNT is 64 TNT, all in the same instant. A stack of eggs is 16 eggs, all at once.
Mega (III) — 2 slots at once, so two different things can go out together.
Giga (IV) — 3 slots at once.
The dropper is on the list for Super, Mega and Giga — but what each tier actually does has not been decided. Rather than guess, this page says so.
What a dropper does today is unchanged: one item per pulse, thrown out if it faces open air, pushed into the container it faces if it faces one.


Not a recipe — a use. Load a Mob Bundle into a dispenser and pulse it: an empty bundle reaches out and scoops up the mob in front, and a loaded one sets that mob back down. The bundle stays in the dispenser either way; only what is inside it changes.
Everything the bundle already guarantees still holds: the mob comes back exactly as it went in — name, tame, age, health — and the bundle still holds one creature at a time.
Any dispenser
Mob Bundle, in the dispenser