Talk:Redstone circuits/Pulse

Three different sections on one and the same thing? Pulse generators, pulse limiters and edge detectors
I'm just wondering, why are there three different sections on one and the same type of circuit. They all send short pulses and do so only when their input changes from either ON to OFF or vice versa. How about merging these sections into one? Lego 19:50, 11 November 2012 (UTC)
 * Because they have subtle but important distinctions as to exactly what they do to the pulses, and how they respond to various input behavior. The differences may not matter much when you're hacking together a track switch, but I'd bet they're critical for folks building more complex circuits.  There's certainly overlap, but that's why they're all gathered onto the "Pulse Components" page. --Mental Mouse 20:50, 15 December 2012 (UTC)
 * And now that I've been studying the page more closely, I'm starting to reconsider that. Edge detectors, Pulse Generators, and Monostable Circuits do seem to fall on a continuum, at least! --Mental Mouse 00:38, 7 April 2013 (UTC)


 * Honestly, the circuits are often the same, it's just the purpose you're putting them to that changes. You call a circuit-breaker a pulse generator if you're triggering it with a button, a pulse limiter if you need to control a sticky piston dropping a block, or a rising edge detector if your input pulses are of variable length (mobs over pressure plates, etc.).
 * I think it's important that each subject get its own section, just because people will be looking for things under those names, and to make them easy to link to from other pages, but the later sections may be more talky, just referring back to circuits already described in the first section.
 * &mdash;Munin295 &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 01:07, 7 April 2013 (UTC)

Figure A non-working
Just a note that in the latest version (1.4.7) figure A in the pulse generator section no longer works - it requires at least a single repeater in the feedback loop.--86.221.119.5 01:35, 14 January 2013 (UTC)
 * In 1.4.7 it works if the torches are facing south or west. In 13w02b it works only when the torches are facing east. But that's still definitely a good point to raise. We're going to have to re-test a lot of these circuits after 1.5 is stabilized. &mdash;Munin295 &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 02:55, 14 January 2013 (UTC)

Duration of output pulse limiter circuit C is not 1 tick (as of 1.6.4)
I disagree about the duration of the output pulse on Circuit C (i didn't check the others circuit). IMO it's more than 1 tick. The following circuit which delays the line being "broken" by 1 tick still have an output pulse. (note: i added a second repeater so that the piston does not retract too soon)

Am I completey wrong about the duration ? Are duration in fact equal to 0.5, 1.5, 2.5 ticks in these kind of circuits ticks due to game tick being 2 times faster ? --109.190.33.121 13:52, 21 September 2013 (UTC)


 * You're right. Pulse Limiter C, as shown in the article, has an output pulse length of 1.5 redstone ticks (3 game ticks, though we rarely use game ticks as units when discussing redstone circuits) -- the time it takes the piston to move the block into place to cut the pulse short. The variant you've posted above (right) has an output pulse length of 0.5 ticks.


 * Some of these sections do need to be rewritten to reflect changes since v1.5 (I'm waiting for the wiki to stabilize on the new servers before doing major rewrites). Until then, if you need a pulse limiter, take a look at the rising edge detector section -- it's up-to-date, I believe. Specifically, the dust-cut rising edge detector would be the closest match (and has a more compact design), but there are lots of other options too.


 * &mdash;Munin295 &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 16:11, 21 September 2013 (UTC)


 * Thanks for the confirmation and the links, I didn't know we could use camparator to achieve this. Ass you said, much compact than my variant.


 * --109.190.33.121 19:43, 21 September 2013 (UTC)

Concept
I made a piston door and I was having problems with people spamming the lever and breaking the door. As a result, I embarked on a ~6hr quest to find a way to force the door to stay receiving power (open/opening) or not receiving power (closed/closing). There seem to be plenty of ways to ensure that it stays in one state for an extended period of time, but none to ensure both do, so after many trials and just as many errors, I finally came up with this design: This will lock the state of the door open or closed for 3.2 seconds (+/-2, not too sure about delay as a result of the center repeaters or the pistons, but it's at least 3 seconds which is what counts for me) and can be adjusted to longer or shorter by changing the length of the chain of repeaters leading to the pistons.

I'm not sure if this belongs in this page or elsewhere, but seeing as it's a sort of advanced pulse extender, I thought I ought to share it here.

Also, I apologize to any redstone pros that are facepalming right now. I try to keep my logic simple... even if I'm messing with somewhat elaborate concepts.


 * Pretty, but is there a reason you can't just chain a dual edge detector to a pulse extender, then use that to lock a single repeater to the door? --MentalMouse42 (talk) 13:59, 3 October 2013 (UTC)


 * First of all, awesome use of the schematic template. I worry sometimes whether it's difficult for new users to pick it up, but you did great so I'm relieved.
 * This is an approach to off-pulse extension that I haven't seen before (locking repeaters), so it's probably worth mentioning in the article somewhere. I'll play around with it and see if there are better ways to do it, like MentalMouse suggested.
 * Thanks! &mdash;munin &middot; Grid_Book_and_Quill.png Grid_Stone_Pickaxe.png &middot; 19:53, 3 October 2013 (UTC)