User:Sorceror Nobody/Sandbox

Hopper clock
A pulse is output every  seconds, where   is the total number of items in the hoppers.

Switching the lever on halts the output and, eventually, the hoppers.

Components needed to build this system from scratch:
 * 36 Redstone
 * 27 Stone
 * 4 Nether Quartz
 * 20 Iron Ingots
 * 12 Wood of any variety
 * 1 Cobblestone
 * any 6 solid blocks
 * Any combination of items to be used in the hoppers

Seven spare Sticks will be produced, unless the lever is left out, in which case, one can neglect the Cobblestone and one of the blocks of Wood.

Repeater clock with piston toggle
Piston clocks are noisy, but if the sound of a piston is tolerable just while toggling the clock on and off, this is simpler than the toggleable all-repeater clock. Obviously, the schematic can be modified to have any period, and the output can be drawn from any suitable point in the loop.

Clock multiplier
Takes a clock input of period  and any pulse length, and outputs as a clock of period , where   is the number of latches used; the output is on for a pulse length of  , and off for the remaining.

is, naturally, limited by redstone signal attenuation, unless an instant repeater is used alongside the wires to extend them without delays. The more direct solution, however, is to chain the design to multiply up the period repeatedly, e.g. a multiplier of 21 could be obtained with a 21 latch line extended by instant repeater, or just with two multipliers, one of three latches and one of seven. Or, if it is at all practical, the input clock could simply have a longer period.

State cycler
Same as the clock multiplier, except that the input is just a trigger (e.g. a button) rather than a clock, unless of course a clock is the intended trigger. Additionally, there must be at least one piece of redstone wire between each of the latches so as to be able to draw the output of each state. The number of latches needed is simply the number of states to cycle through.

There is always exactly one state active -- neither overlap nor dead time occurs between states -- and the delay between trigger and state change is negligible.