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A hopper is a low-capacity storage block that can be used to collect item entities directly above it, as well as to transfer items into and out of other containers. A hopper can be locked with redstone power to stop it from moving items into or out of itself.

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To obtain a hopper, mine it with a pickaxe. Using any other item to mine a hopper drops only its contents. A hopper has an "output" tube at its bottom that can face down or sideways and provides a visual indication of which block the hopper is set up to drop its items into, if that block has an inventory. To place a hopper, use the Place Block control while aiming at the surface to which its output should face Hoppers do not orient themselves automatically.

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To place a hopper directly on the face of an already interactable block, the player can sneak while placing the hopper. Attempting to place a hopper aimed on the bottom face of a block instead faces downward. With some blocks, such as the furnace and brewing stand , the hopper has multiple uses. A hopper does not change direction after placement, and it is not attached to the container it faces; the container can be removed or replaced, and the hopper remains unchanged.

Hoppers cannot be moved by pistons. Hopper GUI showing the hopper's five slots of inventory at the top and the player's inventory below.

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To move items between the hopper inventory and the player inventory or hotbar while the hopper GUI is open, drag or shift-click the items. In Java Edition , a hopper's GUI can be "locked" or subsequently unlocked by setting the hopper's Lock tag with the data command. If a hopper's Lock tag is not blank, the hopper cannot be accessed except by players holding an item with the same name as the Lock tag's text.

A hopper can be used to craft a minecart with hopper. A hopper first attempts to push any items inside it. Afterward, it checks if the block above it is a type of container. If so, it attempts to pull from it. Otherwise, the hopper attempts to collect item entities. Notably, hoppers can push to and pull from other hoppers, forming hopper pipes or hopper chains , which allow transporting items across several blocks and are further discussed below.

When a hopper receives a redstone signal and is considered to be "activated" , all three functions stop. To avoid confusion over the terms "activated" and "deactivated", powered hoppers are often described as being locked and unpowered hoppers described as being unlocked. Hoppers can be powered by soft powered blocks, meaning a redstone dust trail pointing into a block touching the hopper locks it just as effectively as a redstone block or any other power component touching the hopper.

Hence, the item flow in a horizontal hopper pipe may be stopped by locking just one of the hoppers, but stopping a vertical hopper pipe requires locking two adjacent hoppers at the same time, such that both the pushing of the top one and the pulling of the bottom one are stopped. A hopper does not output any redstone signals by itself, but its fullness can be read using a redstone comparator , which needs to be placed next to it and facing away from it.

An empty hopper outputs a signal strength of 0 and a completely full hopper outputs a signal strength of Notably, a single stackable item 16 or 64 outputs a signal strength of 1 and a single non-stackable item outputs a signal strength of 3. In Java Edition , if the hopper being read is part of a horizontal hopper pipe, the comparator can individually read each item passing through the chain, because items are pushed through the hoppers one by one at a speed that is manageable by the comparator.

If there is an uninterrupted stream of items, the comparator does not switch off in between items. On the other hand, in a vertical hopper pipe, some of the hoppers may never produce a reading above 0, even with a continuous stream of items, because pushes and pulls both occur in the same game tick: The hoppers' items get pulled out a single game tick after they're pushed in and this isn't measurable by a comparator, because comparators need measurements lasting at least 1.

A hopper collects items dropped on top of it if the space above the hopper not occupied by a storage block. Items are gathered from the entire 1 block space above the hopper, meaning that items sitting on partial blocks such as soul sand directly above a hopper can be collected. Item entities are not collected when they are outside of the collection area however; for example, items on top of a stone block directly above a hopper are not collected.

Collected items are placed in the leftmost empty slot of a hopper's inventory. In Java Edition , if there is no container above the hopper, then the hopper collects dropped items in the order in which they landed on the hopper. This order is remembered even while a hopper is locked. For instance, if a hopper is locked under a carpet while a fully equipped armor stand is broken above it, then it always collects items in this order when it is unlocked: armor stand , boots , leggings , chestplates , helmets.

This is due to the order in which these items land. Instead, hoppers with multiple dropped items above them collect the items in the order in which they entered the chunk in which the hopper is located. Items that drop from a broken armor stand are collected in a random order. Hoppers usually check for dropped items every game tick and they can collect items even before they are picked up by a player [ verify ] or destroyed by lava.

However, in Bedrock Edition hoppers have a "collection cooldown" time. After collecting an item or stack of items , a hopper waits 4 redstone ticks 0. Hoppers collect groups of items all at once rather than collecting them as single items one at a time. As a result, hoppers can collect item entities much faster than they can pull items from a container. Pulling from a moving minecart with chest or minecart with hopper is even slower, since the minecart is not always above the hopper.

A hopper with a storage container above it such as a furnace , chest , dropper , composter , or another hopper attempts to pull from the container instead of checking for floating items above it, and hence can not collect items. A hopper always tries to push or pull items using the leftmost available slot. When a hopper is removing items from a chest, the items disappear from left to right.

Similarly, when filling up a chest, the chest fills up from left to right. Hoppers prioritize pulling from the first slot of a container over pulling into the first hopper slot. If a hopper has stone in its first slot and nothing in its second while the container it is pulling from has chicken in its first slot but stone in the second, the hopper pulls the chicken from the first slot of the container into its empty second slot.

However, if the hopper is unable to pull the chicken, such as if all slots are filled with stone, the hopper pulls the stone from the second slot of the container instead. Similarly, hoppers prioritize pushing from their first slot over pushing into the first slot of a container. If a hopper has stone in its first slot and chicken in its second while the container it is pushing to has chicken it its first slot but stone in the second, the hopper pushes stone from its first slot into the second slot of the container.

In Java Edition the checks done by a hopper while pulling generally require less processing than the checks done by a hopper attempting collection. Placing composters with no storage slots but still with custom output logic on top of hoppers provide the greatest efficiency, while double chests actually degrade performance, even when sharing each double chest across two hoppers.

Push then Pull. Item pushes and pulls are processed in the same game tick, but pushes are processed before pulls. In the schematic, the empty hopper first pulls an item from chest A as it cannot push anything into chest B. After the cooldown, the hopper first pushes its item into chest B before pulling another item from chest A, both pushing and pulling in the same tick, and the process repeats.

The hopper stops pulling when A is empty, and stops pushing when B becomes full. Hoppers also have a "transfer cooldown" time. A hopper that has an item pushed into it from another hopper also starts a 4 tick cooldown period, regardless of whether it pushed or pulled items itself. Item entities can be collected at any time without affecting the transfer cooldown time.

The transfer cooldown and the Bedrock Edition collection cooldown are independent of each other. Some containers interact with hoppers in specific ways:. Issues relating to "Hopper" are maintained on the bug tracker. Report issues there. The 13w02a Banner includes a minecart with TNT and a hopper.

Minecraft Wiki Explore. Java Edition Bedrock Edition. Minecraft Dungeons. Ancient Hunts. Enchanting Status effects Achievements. Wiki Community. Rules and guidelines Wiki rules Video policy Talk page guidelines Style guide. Recent changes Editing sandbox. Explore Wikis Community Central. Don't have an account? Sign In Register. View source. History Talk This article is about the block.

For the crash utility, see Hopper crash utility. For more information, see Breaking § Speed. See also: Redstone circuit and Redstone components § Hopper. See also: Block states. See also: Block entity format. Block entity data Tags common to all block entities CustomName : Optional. Items : List of items in this container. Tags common to all items Lock : Optional.

When not blank, prevents the container from being opened unless the opener is holding an item whose name matches this string. LootTable : Optional. Loot table to be used to fill the hopper when it is next opened, or the items are otherwise interacted with. Note that the loot table is used when the hopper tries to push items, when it's enabled. Seed for generating the loot table.

In snapshot 13w01a, the hopper item uses a 'WIP' sprite, though the item still read "Hopper".