When placed with right click, the Redstone Magnet will fall like sand or gravel unless it is touching or at any point is within 2 spaces of an iron or iron ore block(non-diagonal) or an iron door or tracks, in which case it will cease falling and move in the direction of the iron.
If its path to the iron is obstructed, it will cease moving until either its obstruction is removed (at which point it will resume the attempt to move towards the iron) or until the iron is removed (at which point it will resume falling if it is unsupported or loses its support)
Natural Magnets will attempt to repel other Natural Magnets until there are at least 4 spaces between them. Magnets being repeled will still fall when moving over an empty space. Magnets will push sand and gravel (up to 3 minus [blocks of space between two magnets] minus [1 if lifting up]) spaces, unless the sand or gravel hits an obstruction, before coming to a halt, including lifting straight up. For the purposes of pushing/lifting creatures, all are counted equivalent to 1 block of sand or gravel if still, and 2 blocks if moving towards the magnet or are on top of a magnet attempting to rise, except spiders which count 1 less in both cases.
Giving a Natural Magnet a charge via redstone circuit, pressure plate, or buttons, will reverse its polarity while active, making it a Special Magnet and causing it to attract, and become attracted to, Natural Magnets within 3 spaces and repel other Special Magnets the same way Natural Magnets repel other Natural Magnets. A Special Magnet will still function the same way as a Natural Magnet in being attracted to Iron Blocks, Iron Doors, and Tracks.
When attracting and repelling Magnets, priority is as follows:
1) Placing a Magnet, or changing its polarity is treated the same as if the Magnet moved.
2) A Natural/Special Magnet touching a Special/Natural Magnet or Iron is considered self supported while touching and immovable in all directions to other Magnets. (yes, this will allow a Natural Magnet that is touching a Special Magnet to not fall even if both are unsupported, but only while the Special Magnet retains that charge)
3) A Magnet, that has no nonsolid spaces between it and a non-sand/non-gravel solid block, or that has more than 3 blocks of sand and/or gravel in a row extending out from it, or more than 2 blocks of sand and/or gravel in a column extending up from it, is considered immovable in that direction.
4) A Magnet that has less than 4 blocks of sand in a row next to it, or 3 blocks of sand and/or gravel in the column over it, is considered to be obstructed by a value equal to the number of blocks of sand and gravel between the magnet and the nearest empty space in that direction. If this number is greater than (3 minus [blocks of space between two magnets] minus [1 if lifting up]) then the Magnet is considered immovable in that diretion.
5) If movable in a direction, the Magnet with the least obstruction value, for the direction it would attempt to move, has priority to move.
6) If the magnets are movable, but evenly obstructed, the magnet that has been still the longest has priority to move.
7) If a Magnet with priority to move is being acted on by more than 1 Magnet at the same time, it will be moved by the closer Magnet first.
8) If a Magnet with priority to move is being acted on by more than 1 Magnet at the same time and of equal distance away, it will be moved by the Magnet that last moved it.
9) If a Magnet with priority to move is being acted on by more than 1 Magnet at the same time and of equal distance away, and that have acted on it for the same amount of time, it will be moved by the Magnet that has moved most recently.
Coming within 1 space of a Redstone Magnet while wearing any Iron Armor will result in being stuck to the Magnet, and unable to move away from it (if the Magnet is moving, you'll be dragged along with it) until all Iron Armor is de-equipped. Wearing Iron Armor can be done while carrying a Magnet, but the Magnet must be placed more than 1 space away from the player or they will end up stuck to it. This can be useful if falling from a great height while wearing Iron Armor, as the Magnet can halt the player's fall without applying the damage from landing (provided the Magnet is more than 2 spaces above where the player would have landed)
Any Compass the player has will point towards any Natural Magnet the player is within 3 spaces of, and away from any Special Magnet the player is within 3 spaces of. If the player is in range of both, the compass will spin randomly.
Striking a Redstone Magnet with an Iron tool will automatically drop that tool inside of the Magnet until the Magnet is picked up into the inventory. If the Magnet moves, all Tools it has will move with it.
Picking up a Magnet can be done by hand, provided the Magnet is not currently touching any Iron blocks (including Iron doors and Tracks) If the Magnet is touching one of those blocks, it can only be picked up either by breaking the iron object first, or by breaking the Magnet with a non-Iron tool.
If a Redstone Magnet touches Lava, it will Melt and lose its magnetism, turning into an Iron Block.
Falling onto a Magnet that is being repelled into the air by another Magnet will push it down to a position one space lower than what it would with the player/mob just standing on it. If the floating Magnet is obstructed from dropping down that one space further, then all damage that a fall from that height would warrant will be applied to the player/mob. If the floating Magnet is not obstructed from dropping down that one space further, then all damage from the fall is negated. Once the damage is either applied or negated, the floating Magnet will move back up to its normal floating height.
Natural Redstone Magnets are hollow blocks with this pattern on the outside of the 4 side faces.