In a Nutshell:
To make a redstone clock, place three blocks of any material in a square, with two blocks in between. Dig down one block in the spaces between the three blocks. Then, place the rest of your blocks in the holes and place torches on the original three blocks. Place Redstone dust on the grounded blocks.
If you have ever tried to build an automated redstone device you may have gotten stuck when you try to get the redstone pulse to repeat itself. Constantly flicking a lever, pushing a button, or stepping on a pressure plate are not good solutions. Instead look to build a redstone clock. A clock is part of wiring that allows a pulse to be repeated until you want to stop it. There are many different kinds of clocks you can build in order to fit your needs. Many redstone clocks are version specific, what works in one version may not work in another.
Required Materials for Redstone Clock
- Redstone Dust
- Redstone Torch
These are the materials you will need to make the simplest redstone clock. This clock existed in the game before many redstone blocks were added, making it practical, but relatively slow and bigger than most clocks. To make more improved clocks we will need to add the following.
- Redstone Repeater
- Redstone Comparator
- Sticky Piston
Many of these redstone items can build a clock on their own. Each clock comes with its own dimensions and speeds. Some versions of the game cannot keep up with the tick rate and may end up breaking themselves. Play around with the delay of your repeaters and the amount of redstone dust with your comparators to see if that solves the issue for you.
How to make Redstone Clock in Minecraft?
Step-by-Step Guide(with Pictures):
Here is the step-by-step pictorial guide you need to follow to Make a Redstone Clock in Minecraft:
The simplest clock in the game would involve three Redstone torches and some Redstone dust.
This clock functions by having enough time for each Redstone pulse to turn itself off and turn itself on again. As each block gets powered, the Redstone torch turns off which allows the next Redstone torch to turn on, and so on.
For this type of clock, you will need an odd number of Redstone torches. Configure your wiring so that they only go in straight lines and do not cross each other except at corners. The dispenser is placed to ensure that it works.
You can place a lever anywhere on the clock to turn it off and on again.
Breaking the lever or turning it off will turn the clock back on. This is an incredibly simple clock that only required three Redstone torches and nine Redstone dust in order to function.
Types of Redstone Clock
There are many different types of Redstone clocks. Some will require different tick rates and some will fire more quickly and others are more compact.
-Single Torch Clock
This is a mostly unreliable clock on its own. Not many versions of the game will allow a torch to power itself off and turn itself on without burning out. If you want a clock that turns itself off after firing about ten times this could be perfect.
You can reset this clock by replacing any of the Redstone dust or use a lever to flick it on and off again.
-Multi Redstone Torch
As shown above you can use an odd number of Redstone torches to power a clock indefinitely. This is much more reliable as the game is able to keep up with the Redstone pulses to prevent burnout.
This one can be turned on and off with a lever making it very useful for anything you need automated. The drawback is how clunky it becomes wiring this together to anything as well as how slowly it fires.
You can use pistons, hoppers, and Redstone comparators to make a clock that you can control the speed that it emits a pulse. Place two hoppers feeding into each other and place as many items into the hopper as you want to slow down the speed of the clock
The more items in the hopper the slower the clock will go. Once the hopper is empty the comparators outside the hopper will recognize that the state of the block it is comparing has changed and emit a pulse.
You can have it pulse every time the pistons shift by placing another redstone dust next to where the Redstone block is. If you want full speed this is the configuration to go with. If you want to slow it down and control the exact time to pass before it fires, places more and more items into the hopper.
To turn this clock off simply empty the hoppers of their items.
A despawn clock is a useful clock if you want longer time periods between your Redstone pulses. It essentially functions working off of the game’s rules for despawning dropped items. A dropped item will despawn in five minutes. Which means the clock will emit a pulse every five minutes.
When the item despawns, the Redstone torch turns back on to power the dropper above it.
The button is used to set the clock again. Eventually, if you are far enough away from the clock it will not drop an item if the chunk is not loaded. Placing a button allows you to start the process again. The dropper is filled with any item that you can stack. Each time the dropper drops an item into the pressure plate the clock will fire and turn the Redstone torch off until the item despawns. This can be useful with daylight sensors as it can turn lights on for you and turn them off when it is daylight outside.
Ensure that you have a Redstone torch on the side of the pressure plate to make the device function.
One of the most compact Redstone clocks you can make involves two repeaters. This is also one of the fastest clocks you can make.
Place two repeaters side by side facing opposite directions. Connect Redstone to both and place a Redstone torch and break the torch immediately. This will create a loop where the Redstone repeaters will maintain a pulse long enough to power the other and vice versa. You may have to play around with the delay of these repeaters in order for it to function properly. In bedrock, I couldn’t get the clock to fire with no delay on both.
With the delay on one for one of the repeaters, the clock fired once or twice but then jammed itself. It seems this clock requires at least one delay on both repeaters to function on the bedrock edition. This is a very compact Redstone clock that can fire relatively quickly.
Why do my Redstone Torches burn out?
A Redstone torch can only handle so many inputs in a second before burning out. If the torch receives more than eight inputs in sixty in-game ticks, the torch will burn itself out. A single torch wired into itself will most certainly burn out as there is not enough time for the game to register that the torch can be on and off at the same time. Even though this clock will burn itself out you can still utilize it by placing a lever to turn it on and off again. This can be useful for semi-automatic machines that need to fire as quickly as possible.
You can create a Redstone clock with just two Redstone torches but this is built dependent as well as unreliable.
You would have to replace the Redstone torches every time you wish to turn it back on.
How do you make Redstone faster?
Use less repeaters. Use less items, less blocks. Redstone becomes more efficient and faster the less it has to travel and the less items it has to register. Using a single torch clock is the fastest clock before it burns itself out. Using a two torch clock is fast, but unreliable and difficult to set on/off switches for. Two repeaters can do the job, but it is not as fast as two Redstone torches. A hopper/piston clock can be made with just one item in each hopper and will emit a pulse every other in-game tick. There are compromises you will have to make for each Redstone device and some will work for you, but some will make the build obsolete.
Congratulations! You now know how to construct many different Redstone clocks and their functions. Different versions of the game allow for different clocks to function. If a specific clock does not function in your version of the game, do not panic! There is most likely a configuration with the same type of clock that allows it to function in your version of the game.
There are many different Redstone clocks in the game. Each serves a specific function and has its own rate of speed, but many Redstone clocks are universal. Finding the perfect clock for your specific build is easy if you just want the machine to fire as quickly and often as possible. Knowing what makes each clock different can help you approach different Redstone devices and different needs for automation. If you want a machine that releases water every five minutes look towards a despawn clock. If you want to control the exact time it takes before the clock emits a pulse look towards the piston/hopper clock. There are many different practical applications for Redstone clocks.
Other Minecraft Guides
Introduction: How to Make a Redstone Clock in Minecraft PE 0.13.0
Welcome to this instructable! Why Redstone clocks? Redstone clocks can be used as a base to more complex circuits. You can hook up a dispenser filled with arrows and have it shoot continuously.
I take any feedback, so if you have any, please tell me. I will help me make future instructables.
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Gather your materials:
- 12 blocks of whatever material you want to use for your circuit
- 3 Redstone torches
- 6 Redstone dust
Place three blocks in a square, with two blocks in between. One corner should be missing.
Dig down one block in the spaces between the original three blocks. Then, place the rest of your blocks in the holes.
Place torches on the original three blocks. Please look at the image if you are confused.
Place Redstone dust on the blocks you put in the ground. Your Redstone clock is finished! The Redstone should be flashing on and off.
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3D Printed Student Design Challenge
A clock circuit is a redstone circuit that produces a clock signal: a pattern of pulses that repeats itself.
Clock generators are devices where the output is toggling between on and off constantly. The customary name x-clock is derived from half of the period length, which is also usually the pulse width. For example, a classic 5-clock produces the sequence on the output.
Using only redstone torches and wire, it is possible to create clocks as short as a 4-clock, sometimes by exploiting glitches. Using repeaters or pistons allows easy construction of any clock down to 1-clocks, and other devices can also be pressed into service. There are also special circuits called "rapid pulsers", which produce rapid pulses like a 1 tick clock, but inconsistently due to torches burning out. Indeed, torch based rapid pulses can be too fast for repeaters. Even with repeaters in use, 1-clock signals are difficult to handle in other circuits, as many components and circuits do not respond in a timely fashion.
Creating long clocks (more than a few ticks) can be more difficult, as adding repeaters eventually gets unwieldy. However, there are a number of approaches here, which are discussed in a separate section.
Clocks without an explicit toggle can often have one retrofitted, by wiring a lever or other switch to the controlling block of an inverter, or even to a redstone loop. In general, forcing the delay loop high eventually stops the clock, but the output may not respond until the current pulse has made its way through the loop. Whether the output gets stopped high or low depends on the clock and where in the loop players force it. Another option is to use a lever-controlled piston to open or close one of those loops, using either a solid block to transmit power, or a block of redstone to supply it.
While it isn't much discussed in the circuit builds below, there is one additional concept that is occasionally important: Phase. The phase of a running clock is the point it has reached in its cycle. For example, at one moment a 5 clock might be 3 ticks into its ON phase, 4 ticks later, it is 2 ticks into its OFF phase. A long-period clock might be noted as 2 minutes past the start of its ON phase. The exact beginning of a cycle depends on the clock, but it is usually the start of either the OFF phase or the ON phase. For most cases, phase doesn't matter because they just need pulses every 7 ticks or so. However, in-game computing circuits are more demanding, and if they are doing a daily clock, they should care whether the on phase is day or night.
Redundancy can be used to maintain a 1-clock, even as the torches burn out; the result is the so-called "Rapid Pulsar" (designs X, Y and (vertical) Z). However, the signal may not be consistent.
Device R creates energy in an irregular sequence. It is a variant of the "Rapid Pulsar" design shown above, except that each torch pulses in an irregular pseudo-random pattern as each torch coming on turns the other three (and itself) off. Occasionally torches burn out for a few seconds (until reset by a block update), during which time other torches blink. As of version 1.5.1, this is likely to favor one pair of torches, such as the east and west torches, which blink while the others stay dark. Output can be taken anywhere on the circuit.
Although "pulser" is the correct spelling for any general circuit that produces pulses, the traditional spelling of a clock circuit created from short-circuited redstone torches is "rapid pulsar".
Random Short Generator from top
The basic torch pulser is the oldest clock circuit in Minecraft, simply an odd number of inverters (NOT gates) joined in a loop. The design has been mostly replaced by repeaters, but still works. Design A shows a 5-clock, which is the shortest clock that can easily be made this way. Its pulse length can be extended by adding pairs of torches and/or repeaters. Repeaters can be added into the loop, or can replace any pair of inverters. Adding repeaters also allows even-numbered clocks such as a 10-clock. The total interval is "NOT gate count" + "repeater total delay".
Even torch based 5-clocks can be made more compact, as with designs B and C. However, these have fewer places where repeaters can be inserted without using more space. Using this method, 1-clocks and 3-clocks are possible, but these are unstable and erratic as the torches regularly "burn out". As with the basic clock, the compact clocks can be extended by making the chain of inverters longer, or with repeaters. A 5-clock can also be made vertical, as in G.
Design D uses a different method to produce a 4-clock. (A 4-clock is the fastest clock of this sort that does not overload the torches.)
Design E may be obsolete as of version 1.7. By making use of the North/South Quirk, it was possible to produce a more compact 4-clock with a regular on/off pulse width, as seen in design E. This design uses five torches, but if the stacked torches are pointed north-south, it has a pulse width of 4 ticks.
A clock signal can be generated by introducing a pulse into a loop of repeaters.
- Repeater Loop 1-Clock
- 2×3×2 (12 block volume)
- flat, silent
- clock output: 1 tick on, 1 tick off
- The simplest repeater clock is simply two repeaters connected with redstone dust in a loop.
- The tricky part is introducing a 1-tick pulse into the loop. If the pulse is too long, the repeaters are powered permanently and the only way to fix it is to break and then fix the circuit.
- A simple solution to this is to use a lever; flipping it on and then off 1 tick later. The most common method seems to be to place a redstone torch next to the clock, then quickly break it. This may take several attempts to do correctly, requiring the clock be broken and fixed between attempts. A more reliable method (shown right) is to place the torch on a powered block (a block of redstone, or any block powered by another torch or other power source) – the torch is on when placed, but turns off 1 tick later because it's attached to a powered block. The torch and powered block can then be removed, but stopping the clock later still requires breaking it.
- Variations: The dust in front of the repeaters can be replaced with blocks to save on redstone.
- Additional repeaters can be added to the loop, increasing the clock period. As long as all the repeaters are kept to a 1-tick delay, the pulse remains only 1 tick long no matter how many repeaters are added. If the delay is increased on any of the repeaters, the pulse length increases to match the longest repeater delay.
- Switchable Repeater Loop 1-Clock
- 3×4×2 (24 block volume)
- flat, silent (while running)
- clock output: 1 tick on, 1 tick off
- This repeater loop can be switched on and off, by moving a block to complete or break the circuit loop.
- How it works: When the lever turns on (t = 0 redstone ticks), the sticky piston begins to extend. At t=1, the torch turns off, but the left repeater stays powered for 1 more tick. At t=1.5, the piston finishes extending and the moved block gets powered by the left repeater. At t=2, the left repeater turns off. At t=2.5, the right repeater begins to output the power passed to it by the block. From here on, it just continues as a 1-clock until the lever is turned off, breaking the loop.
- Repeater Loop 10 Hz Clock
- 3×4×2 (24 block volume)
- flat, silent
- clock output: 1 tick on, 0 ticks off
- This clock produces a 10 Hz clock signal (10 activations per second) consisting of 1-tick on-pulses separated by 0-tick off-pulses (the off-pulse exists, but it is replaced by an on-pulse in the same game tick).
- Start the clock with a 1-tick pulse (for example, by placing a torch on a powered block). Stop the clock by breaking a piece of redstone dust. Alternatively, the switchable method described above may be used.
- A 10 Hz clock runs too fast for some redstone components to respond to. Command blocks and note blocks can handle the rapid activation. Doors, trapdoors, and fence gates produce sounds as if being activated and deactivated that quickly, but appear and act as if constantly activated. Pistons act as if constantly activated, but the 0-tick off-pulses produce the flickering appearance of a deactivated piston overlapping the activated piston. Other redstone components simply act as if constantly powered.
Since the introduction of the repeater, the torch-loop clocks have been generally replaced with torch-repeater loops. In these clocks, most of the delay comes from repeaters, with a single torch to provide oscillation. Such clocks can't be shorter than a 3-clock (or the torch burns out), but they can be extended almost indefinitely (subject to space and material limits). However, once the loop reaches 9-16 repeaters (delays of 36-64 ticks), a TFF or clock multiplier can increase the period more cheaply (and compactly) than adding huge numbers of repeaters.) These examples are all (R+1)-clocks where R is the total repeater delay (that is, they spend R+1 ticks OFF, then the same time ON. All have at least one potential input that turns the clock OFF within half a cycle (after any current ON-phase passes the output). (Feeding an ON signal into the output also stops the clock, but of course then the output is high.) When the power turns off, the clock automatically restarts.
Design A shows a basic loop clock. The repeaters must have a total delay of at least 2 ticks, or the torch burns out. Powering the block turns off the clock. As many repeaters as needed can be added, and the loop can be expanded as needed with dust for cornering. The circuit as shown is flat, but large loops can be run onto multiple levels, to cut down on sprawl.
Design E is an extensible vertical clock. Its minimum size is 1×5×4, but it can be extended indefinitely, adding 2 repeaters (up to 8 ticks delay) for each block of extension. As shown, it has a minimum delay of 5 ticks. (This can be reduced to 3 or 4 by replacing repeaters with dust, or by using D instead.) A lever or redstone signal behind the torch stops the clock with output OFF (once any current ON-phase passes the output).
Design D is a tiny vertical clock, a compressed form of E, that can output a 3, 4, or 5-tick cycle.
Earliest Known Publication: June 30, 2011
The period is the repeater's delay plus 1, but the repeater must be set to at least 2 ticks or the torch burns out. This circuit is formally 1×3×3, but is most commonly built as a "V" on the ground, and can easily be buried entirely.
- A lever on, or redstone signal to, any of the four solid blocks can stop the clock. The torch is forced "off" while the dust is lit.
- Output can be taken almost anywhere, with a few exceptions:
- The blocks "crosswise" from the redstone dust (pistons work, but dust or a repeater is likely to jam the clock).
- The block under the repeater (a repeater or piston next to it is out-of-phase, and dust does not light).
- Output from the dust side is reverse phase.
Comparators can be used to make fast clocks and slow pulsers.
- Subtraction 1-Clock
- 2×2×2 (8 block volume)
- flat, silent
- clock output: 1 tick on, 1 tick off
- A subtraction 1-clock toggles on and off every tick. It uses a redstone comparator in subtraction mode, with the output feeding to the comparator's side input.
- When the comparator first receives full power, it outputs strength 15 to the block in front of it, which passes the same signal strength to the dust next to it. The signal strength then declines by 1 (to 14) as it moves to the dust next to the comparator. In the next tick, the comparator subtracts 14 from its 15 input to output only signal strength 1. This is enough to barely power the block and the dust next to the block, but isn't strong enough to reach back to the dust next to the comparator, so on the next tick the comparator subtracts 0 from its input and the cycle starts again.
Inline Subtraction 1-Clock2×3×2 (12 block volume)
- Only the redstone dust next to the comparator actually toggles between on and off — the comparator, the block in front of it, and the dust next to the block toggles between signal strength 15 and 1. Add additional dust lines to these points to take output from them and allow the signal strength to decline to at least 14 and 0.
- A subtraction clock doesn't require full power for input — it works even with an input strength as small as 2.
- Variations: Players can use any full container as the "input" if a power source would be inconvenient in that location (such as right next to the output).
- Earliest Known Publication: February 9, 2013
- Subtraction N-Clock
- 2×3×2 (12 block volume)
- flat, silent
- clock output: 2-5 ticks on, 2-5 ticks off
- With the repeater set to a 1-tick delay, this is a 2-clock (2 ticks on, 2 ticks off). Increase the repeater delay to slow the clock down, or even add additional repeaters. If the input strength is higher than 1, the block behind the repeater can be replaced with redstone dust; if higher than 2, the block in front of the comparator can also be replaced with redstone dust. Output can be taken from anywhere as long as the dot of redstone dust can power the block behind the repeater.
A fader pulser is useful for making small clocks with periods less than 15 seconds (for longer periods, hopper clocks can be smaller), but they are difficult to adjust to a precise period. They use a fader circuit (aka "fader loop" – a comparator loop where the signal strength declines with every pass through the loop because it travels through at least one length of two or more redstone dust), renewed by a redstone torch every time it fades out.
- Fader 9-Pulser
- 1×4×4, 1-wide, silent
- clock output: 1 tick on, 8 ticks off
- When the input turns off, the redstone torch initially "charges" the fader loop at signal strength 15. There's only one comparator in the loop so each cycle through the loop takes only 1 tick, and the signal strength declines by 2 each time through the loop, so the fader loop remains charged for 8 ticks. The redstone torch then turns on for only one tick because it short-circuits itself (the torch does not burn out because it's held off most of the time by the fader circuit).
- Fader 29-Pulser
- 2×4×2, flat, silent
- clock output: 2 ticks on, 27 ticks off
- When the input turns off, the redstone torch initially "charges" the fader loop at signal strength 14 at the dust next to the block (the signal strength declined by 1 getting there from the torch). There are two comparators in the loop so each cycle takes 2 ticks, and the signal strength declines by 1 each time through the loop, so the fader loop remains charged for 28 ticks. One tick later, the redstone torch turns back on, re-powering the fader loop (it stays on for 2 ticks so it overlaps the fader loop's on time by one tick).
Fader 29-pulser vertical version
- Add more comparators to increase the clock's period.
- Add redstone between the first set of comparators to limit the on ticks to 2
- Skip the redstone torch for a non-repeating version (pulse extender).
- 1.16+ vertical version doesn't work because of redstone changes
Alternates between two different signal strengths every other tick.
Can be used to compact circuits that require lockstep timing.
A hopper clock (a.k.a. "hopper timer") uses the movement of items between at least two hoppers to create a clock signal.
- clock output: from 4 ticks on, 4 ticks off to hours and days or short impulses
- clock period: from 8 ticks to hours and days
Go to #Hopper clock schematics for details.
N-Hopper-Loop ClockShown: 4-Hopper-Loop Clock.
Ethonian Hopper Clock (EHC) – Both pistons are sticky.
Non-stick EHC – doesn't require sticky pistons
Hopper Timer (self-locking EHC with trigger input)
RS NOR Latch Hopper Clock
1-Wide RS NOR Latch Hopper Clock
Hopper-Latch Hopper Clock
SethBling's Hopper Clock (Simplified)
SethBling's Hopper Clock (Amputated)
Multiplicative Hopper-Dropper Clock
3-Stage Vertical MHDC — 72 block volume, clock period up to 10.7 years
Hopper clock schematics
This sub-page contains ~24 schematics. Open it only if needed.
Or open the same page on its own: Hopper clocks
- 7×4×2 (56 block volume)
- clock period: 4 ticks/item (up to 230 seconds)
- Earliest known publication: Apr 24, 2018
Simple design that does not require iron, because it uses no hoppers or pistons. However, it does require nether quartz. Pulsing output can be taken from the long dust trails in the top-right and bottom-left corners, while stable output can be taken from 1-tile dusts at top-left and bottom-right. The repeaters at the top and bottom are set to 3 ticks.
A despawn clock uses item despawn timing to create a clock signal.
Simply approaching a despawn clock can interfere with its timing, because any player might accidentally pick up the despawning item.
- Dropper Despawn Clock
Dropper Despawn ClockAdditional blocks are required on each side of the pressure plate. The dropper is filled with items.
- 3×3×2 (18 block volume)
- clock output: 5 minutes off, 3-7 ticks on
- Start the clock by turning off the input. The torch turns on, the dropper drops an item on the pressure plate turning the torch off. After 5 minutes, the item despawns (disappear) and the pressure plate deactivates, allowing the torch to turn on, causing the dropper to eject another item onto the pressure plate.
- If completely filled with items, the dropper must be re-filled every 48 hours, or continually supplied with items from a hopper pipe. Two chickens constrained above a hopper can keep a dropper despawn clock supplied with eggs indefinitely.
- Variations: Longer clock periods can be achieved by chaining multiple despawn clocks together, so that each torch triggers the next dropper instead of its own. When chaining multiple despawn clocks, the dropper must be placed so that it is activated only by the previous torch and not the previous pressure plate.
- A dispenser can also be used, instead of a dropper, but is slightly more resource-expensive (and not advised with use of eggs).
- Summon Despawn Clock
Note: This circuit uses command blocks, which cannot be obtained legitimately in Survival mode. This circuit is intended for server ops and adventure map builds.
- 1×2×2 (4 block volume)
- clock output: up to 32 minutes off, 1.5 ticks on
- The command block executes a command to summon an item onto the pressure plate. The exact command can vary, but looks something like this:
- The command above summons an item entity (an item in the world, rather than in a player or container inventory), one block in the +x direction (west) from the command block, and specifies that the item is a stick and has an "age" of X.
- Replace X with a value that determines how long the item should last before despawning: 6000 - 20 × <seconds> (for example, 5940 for a 3-second despawn). Every game tick, this value increases by 1, and the item despawns when the value reaches 6,000. Normally, items start at 0 and last 5 minutes (6000 game ticks = 300 seconds = 5 minutes), but setting the item entity's initial Age changes that.
- When calculating X for a specific clock period, note that pressure plates stay active for a short period after the item despawns. A wooden pressure plate takes 10 ticks (1 second) to deactivate after the item despawns and a weighted pressure plate takes 5 ticks (0.5 seconds). This also limits how fast a summon despawn clock can be made to run.
- X can be negative for clock periods greater than 5 minutes (for example, -6000 for a 10-minute despawn). The maximum time possible is a little over 32 minutes, with X = -32768 (-32768 = 27.3 minutes, plus another 5 minutes to get to +6000).
- Start the clock by turning off the input.
Command block clock
Note: These circuits use command blocks, which cannot be obtained legitimately in Survival mode. These circuits are intended for server ops and adventure map builds.
A setblock clock works by replacing a block of redstone or a redstone torch repeatedly with a command block activated by the block of redstone it places. A command takes 0.5 ticks to place a block, so these clocks are capable of producing 20 0-tick pulse per second. Only redstone dust, note blocks, and other command blocks can activate that rapidly – other mechanism components and repeaters powered by a setblock clock usually pulse only 5 times per second (like a 1-clock), while comparators may activate once and then stay on or not activate at all.
To prevent the destroyed blocks from dropping items use . To prevent the clock from spamming the chat use . To prevent the clock from spamming the server log use .
Both of these clocks begin running as soon as they're built. To turn them off, activate the command block setting the block of redstone from a secondary source. To turn them back on, remove the source of secondary activation and replace the block of redstone.
- Setblock Clock
- 1×1×2 (2 block volume)
- clock output: 0-tick pulse every 0.5 ticks.
- The command block should have the following command: .
- Variations: The command block and block of redstone can be configured in any direction.
- Silent Setblock Clock
- 1×1×2 (4 block volume)
- 1-wide, silent
- clock output: 0-tick pulse every 0.5 ticks.
- Command block "R" should have the following command: . Command block "S" should have the following command: (or any other solid opaque block that doesn't cause light updates when replacing the block of redstone).
- Variations: The command blocks and block of redstone can be configured in any way that the block of redstone can power both command blocks simultaneously, but command block "S" executes before command block "R" (command blocks that are powered simultaneously activate from lowest coordinate to highest coordinate on each axis).
- Fill Clock
- A fill clock works just like either version of the setblock clock, except it uses the command to setblock an entire volume with blocks of redstone. This allows the clock to activate or power many locations at once without lines of redstone dust requiring support blocks.
- Command block "R" should have the following command: . Command block "S" should have the following command: (or any other solid opaque block that doesn't cause light updates when replacing the block of redstone). Adjust the commands for the number of blocks of redstone required and the direction they are oriented.
- Positions "a" could be command blocks, note blocks, etc.
Pistons can be used to create clocks with a modifiable pulse delay without the use of pulse generators. Pistons can be clocked in a fashion that leaves the arm extended only for the time required to push an adjacent block. However, note that if sticky pistons are regularly used this way (that is, as a 1-clock), they can occasionally "drop" (fail to retract) their block, which usually stops the clock. (Specifically, if the setup allows for a pulse less than 1 tick long, that causes a sticky piston drop its block. This can be useful, notably for toggles.) Piston clocks in general can be easily turned off or on by a "toggle" input T.
Minimal Piston Clock (A)
Design A requires only a sticky piston and redstone wire, and is controllable. It runs as long as the toggle line (its power source) is on, and turns off when the toggle line is off. Repeaters can be added to increase its delay. If the repeater is replaced with wire, it can be used as a 1-tick clock, but it is prone to "dropping" its block.
Minimal Dual-Piston Clock (B)
Design B shows how to counter block dropping with an optional, non-sticky, piston. The non sticky piston (the bottom one) is needed for the 1 tick clock as a self repair mechanism. It prevents detaching of the moving block from the sticky piston. If using it only for a 1-tick cycle, the repeater (under the extended piston) can be replaced with redstone wire. The toggle line stops the clock on a high signal.
Dual Block Piston Clock (C)
Design C requires two sticky pistons, and can be easily stopped by just setting one side of the redstone high. The repeaters can be indefinitely extended to make a long delay clock.
Compact Sticky Piston Clock (D)
Design D needs just one sticky piston, but at the repeater must be set to 2 or more ticks. If it is set to one tick, the torch burns out. The output signal can be taken from any part of the circuit. This design can also be controlled; a high input on the toggle line stops the clock.
Advanced 1-tick Piston Clock (F)
Design F is an unusual, stable, 1-tick piston clock. Unlike most repeater-based 1-clocks, its signal is fast enough to make a sticky piston reliably toggle its block, dropping and picking it up on alternate pulses. For the clock to work, the block the piston moves must be placed last. The piston extends and retracts quickly. The output wire appears to stay off, because it's changing state faster than the game visually updates. However, attaching a redstone lamp, dispenser, dropper, piston, etc. to the output shows that it is working. The clock can be turned off by a redstone signal (e.g. the lever shown on the block below it) to the piston.
Simple 3-gametick Piston Clock (G)
Design G is the simplest design and can be used to create rapid clocks. However, it is not controllable, so the only way to stop such a circuit, without adding additional parts, is to break one component (one redstone wire is recommended). Place a block of redstone on a sticky piston, then lay down redstone so that the block powers the piston. Then, once the piston is powered and moves the block, the redstone current stops, pulling the block back to the original position, which causes the block to power the wire again, and so on. This clock creates a 0-tick pulse every 3-gameticks.
Self-Powered Piston Clock (H)
Design H is the simplest and the only one used vertically.
To make this design, place a sticky piston facing up with a redstone wire next to it on one edge. Next to the redstone wire but still 1 block away from the piston, place a solid block and place redstone wire on top of it. Then, next to that block, but still 1 block away from the piston, place obsidian two blocks up with a redstone wire on top of it. Above the sticky piston place a slime block. Finally, on top of that, place a redstone block. The clock activates immediately. It works on the principle of quasi-connectivity, and the wire directly next to the piston is used to update it.
Players can also add on to this design and make it toggleable. To do this simply make a sticky piston push a solid block blocking the path from the redstone block to the piston. Because solid blocks stop redstone from connecting with a block diagonally, this stops the piston from powering on again and starting the clock again. Players can connect a lever to finish this addition.
0 Tick Piston Clocks
0-tick clocks make use of 0-tick pulses and 0-tick chaining to create 0-tick pulses on a regular basis.
1-output 3-gt clock
Redstone Clock Circuits
On this page you will see some of the basic circuits that you can adapt to do almost anything you might want to with Redstone.
Clocks (sometimes called oscillators, or timers) are circuits that generate a regular pulse. Clocks are commonly used to repeatedly activate a device, such as a piston or dispenser.
This is a very simple circuit: it consists of a redstone torch and a repeater.
The signal from the torch is fed back around to the block the torch is connected to, meaning that when the torch is lit, it switches itself off, which allows it to come back on, which switches it off and so on.
The repeater introduces a delay, to set the timing of the clock. In fact, without the repeater, the circuit would tick so fast that the torch would burn out. When making the clock, place the repeater before you finish the other wiring, and right click at least once to set a delay of 0.2 seconds (this is the fastest clock the torch can handle).
Controlling the timing
Add more repeaters: each one provides 0.1?0.4 seconds of delay depending on how you set it.
With 8 repeaters, each set to 0.4 seconds delay, this clock will be on for 3.2 seconds, then off for 3.2 seconds, then on again.
Using a clock to control a device
To control a device such as a piston or dispenser, just use redstone wire to connect any part of the clock circuit to the device.
Switching the clock on and off
The clock can be stopped from ticking by supplying a signal that keeps the redstone torch switched off.
The best way to do this is to send the signal to the block the redstone torch is attached to, as with the lever in the above picture. The signal could also be the output from another circuit, of course, such as a daylight detector or comparator.
This is another clock that works the same way, but may fit better in small spaces.
A clock is used to control the movement of items in our dropper elevator tutorial.
The firework launcher on the fireworks page is a clock incorporating a dispenser.
Sometimes you want longer ticks than are easily achieved with redstone repeaters. For this, you can take advantage of the time it takes items to be moved from one place to another by a hopper.
Here are some clocks built on this principle:
Two-stroke hopper clock
Two hoppers placed facing one another will transfer items back and forth. Normally they will just ping-pong one item back and forth very rapidly, but what if we told them to wait until they have all the items before transferring them back? We would have a clock whose period was controlled by the number of items the hoppers were passing back and forth.
We will use comparators to detect when a hopper is empty. Each time a hopper is emptied, this will switch the state of an RS-NOR latch that controls the hoppers.
Two hoppers are placed facing one another (A). Next to them are placed comparators (B). Because we want a signal from these when the hoppers are empty, the signal is inverted before being fed into a typical RS-NOR latch (the blue area.
To place the two hoppers facing each other: first, place a hopper against the side of a block, then destroy the block and place the second hopper against the side of the first.
Controlling the timing
Each item you add to the hoppers will increase the period by 0.7 seconds, up to a maximum of 3 minutes 44 seconds for 320 items (5 stacks of 64). 86 items will give a period of about a minute.
Pausing the clock
Supplying power to either hopper will stop the clock at the end of the next cycle. Supplying power to both hoppers will pause the clock right now (you can even count the items in each hopper to work out how much time elapsed).
Taking an output
There are a few good places where you can wire up the clock to the devices you want to control with it.
The RS-NOR latch path of the circuit (A) is ON half the time, off half the time. The signals from the comparators (B) give a brief tick once each cycle.
Compact 2-stroke hopper clock
This design works on the same principle as the one above, but it uses two pairs of hoppers: one to control the timing, and the other to function as an RS-NOR latch.
The top hoppers (A) control the timing: place up to 5 stacks of items in here. The lower hoppers (B) function as an RS-NOR latch. Place a single item in here. When one of the timer hoppers becomes empty, it unlocks the corresponding latch hopper, allowing it to accept the item, starting a new clock cycle.
As before, you can get a short pulsed output each time the cycle is completed (from the blocks marked C) or a continuous on-half-the-time, off-half-the-time signal from the blocks marked D).
Rotary hopper clock
Another hopper clock design uses a circular arrangement of hoppers that all feed into one another. This allows for much longer clock times.
The arrows show the direction items move from one hopper to the next. Each hopper has a comparator that sends a message to the hopper in front of it saying "wait for me to be empty before you pass on your items to the next hopper!".
This clock has a period that is twice as much as a two-stroke clock, because each item has to be passed 4 times per cycle, rather than 2. A full load of 320 items will give a period of about 7.5 minutes.
This principle can be extended to longer chains of hoppers, with longer periods depending on the length of the chain.
The compact hopper clock was designed by YouTube user TitiSurMinecraft. Also, our two-stroke and rotary clocks are essentially the same as designs by Ethos and sethbling respectively, and their videos are always worth watching.
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