Containers use the fullness formula; special blocks have their own rules.
Chest: 27 slots, full at 1,728 FSE
One line per item type. Pick how high that item stacks.
The game sums fullness per slot (items in slot divided by max stack size), so only the totals per item type matter, not how they are spread across slots. A 16-stackable item counts 4x and an unstackable item counts 64x toward the full-stack-equivalent (FSE).
A redstone comparator in comparator mode reads how full a container is. An empty container outputs 0; otherwise the output is signal = 1 + floor(14 * fullness), where fullness is the average across every slot of the items in that slot divided by the item's max stack size. So a chest does not need to be full to send signal 1, and it only reaches signal 15 when every slot holds a full stack.
The key idea is that the game measures fullness, not raw item count. Each slot contributes the number of items it holds divided by that item's maximum stack size, the slot fractions are averaged, and the result is scaled to 0 through 15. It is easiest to reason about in full-stack equivalents (FSE): one 64-stackable item counts as 1 FSE, one 16-stackable item (ender pearls, snowballs, eggs, signs) counts as 4 FSE, and one unstackable item (a sword, a bucket, a boat) counts as a whole 64 FSE because it fills an entire slot. That is why a single bucket in a chest reads the same as 64 cobblestone.
In FSE the formula becomes signal = 1 + floor(14 * FSE / (64 * slots)), and the minimum items to reach a target signal K is items = max(K, ceil(slots * 64 * (K - 1) / 14)). A single chest has 27 slots, so it needs 124 items for signal 2 and a full 1,728 items for signal 15. A double chest has 54 slots and doubles every threshold. Other containers just change the slot count: a hopper has 5 slots, a furnace 3, a dropper or dispenser 9.
| Signal strength | Single chest (27 slots) | Double chest (54 slots) |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 124 | 247 |
| 3 | 247 | 494 |
| 4 | 371 | 741 |
| 5 | 494 | 988 |
| 6 | 618 | 1,235 |
| 7 | 741 | 1,482 |
| 8 | 864 | 1,728 |
| 9 | 988 | 1,975 |
| 10 | 1,111 | 2,222 |
| 11 | 1,235 | 2,469 |
| 12 | 1,358 | 2,716 |
| 13 | 1,482 | 2,963 |
| 14 | 1,605 | 3,210 |
| 15 | 1,728 | 3,456 |
Counts assume 64-stackable items. Divide by 4 for 16-stackable items and by 64 for unstackable items, rounding up. Because each unstackable item counts as a full stack, in small containers a single one can overshoot straight to a higher signal than you intended.
Several blocks ignore the container formula and output a value tied to their block state instead. These are the ones redstone builders rely on most, so the calculator handles each with its own controls rather than an item count.
| Block | Comparator rule | Example |
|---|---|---|
| Composter | Outputs the compost level directly, 0 to 8 | Level 7 reads 7, then turns into 8 once bone meal is ready |
| Cake | 2 per remaining slice (7 - bites taken) * 2 | A full 7-slice cake reads 14, a single slice reads 2 |
| Cauldron | Water or powder snow fill level 0 to 3; lava always 3 | A cauldron with one of three water levels reads 1 |
| Chiseled Bookshelf | The last slot a book was placed in or removed from, 1 to 6 | Touch slot 4 last and it reads 4, regardless of book count |
A cake is worth 2 signal per remaining slice, so it counts down 14, 12, 10, 8, 6, 4, 2 as it is eaten and reads 0 once gone. A cauldron outputs its fill level 0 to 3 for water or powder snow, while lava only ever has one level and so always reads 3. A composter outputs its compost level 0 to 8 directly, which makes it a clean way to detect when a composter is ready to harvest bone meal.
The chiseled bookshelf is the one that trips people up: it does not count books. It reports the last slot a book was placed in or pulled out of, a number from 1 to 6, and reads 0 only until any slot is touched. That turns it into a six-position book switch rather than a fill meter. The tool also covers lecterns, jukeboxes, beehives, respawn anchors, end portal frames, item frames and crafters, each with its own fixed output.
Put the comparator behind or beside the chest with its front arrow pointing away from the chest. In comparator (not subtraction) mode it reads how full the chest is: an empty chest outputs 0, and otherwise the output is 1 + floor(14 * fullness). Fullness is the average across all 27 slots of how filled each slot is, so a chest that is one third full reads about signal 5.
A single chest reaches signal 15 when it is completely full: all 27 slots holding a full stack, which is 1,728 of a 64-stackable item, 432 of a 16-stackable item, or 27 unstackable items. A double chest needs 3,456 64-stackable items. Signal 15 always means every slot holds a full stack, nothing less.
For a 27-slot chest of 64-stackable items the minimum counts are: signal 1 = 1 item, 2 = 124, 3 = 247, 4 = 371, 5 = 494, 6 = 618, 7 = 741, 8 = 864, 9 = 988, 10 = 1,111, 11 = 1,235, 12 = 1,358, 13 = 1,482, 14 = 1,605 and 15 = 1,728. The exact formula is items = max(signal, ceil(slots * 64 * (signal - 1) / 14)). A double chest doubles every count.
Place a comparator next to or behind the cauldron and it outputs the fill level directly: 0 when empty, then 1, 2 or 3 for the three water or powder snow levels. A full lava cauldron always reads 3, the same as a full water cauldron, because lava only has one level.
A chiseled bookshelf does not output the number of books it holds. It outputs the last slot a book was placed into or taken from, a value of 1 to 6, and reads 0 only until a slot has been interacted with. This lets you build book-based switches, but it means the signal jumps around as you swap books rather than counting them.
Yes, a lot. Each item counts as count divided by its max stack size, so one unstackable item fills an entire slot as if it were a stack of 64. A single bucket or sword in a chest produces the same fullness as 64 cobblestone, so containers of tools and armor reach high signal strengths with very few items.
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