Template:Mcrs diagrams Template:Translation:未知参数。
一个时钟电路是一个产生一个时钟信号的红石电路:一种重复自身的脉冲模式。
介绍
时钟信号发生器(Clock Generators)是输出持续开启/关闭的设备。术语x刻时钟由时钟周期的一半而得(通常也就是时钟脉冲的宽度)。举个例子,一个经典5刻时钟会输出如下序列码:...11111000001111100000...。
仅使用红石火把和红石线路,可以创建短至4刻时钟的时钟,有时可以利用故障。使用中继器或活塞可以轻松构建低至1刻时钟的任何时钟电路,其他设备也可以一同使用。还有一种称为“快速脉冲发生器”的特殊电路, 它产生快速脉冲,如1刻度时钟,但它是由于火把燃烧不一致。实际上,基于火把的快速脉冲对于中继器而言可能太快。即使使用中继器,在其他电路中也难以处理1时钟信号,因为许多组件和电路不能及时响应。
要制造周期更长的时钟 (周期大于几刻) 会更加困难。 因为添加中继器会使时钟变得很笨重。即便如此,还是有很多方法将会在独立的一段中被讨论。
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 will eventually stop the clock, but the output may not respond until the current pulse has made its way through the loop. Whether the output will be 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 extra concept which 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 will be 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 very much, in that they just need pulses every 7 ticks or whatever. 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.
各种时钟例子
时钟信号发生器与脉冲信号发生器
最简单、稳定的时钟信号发生器是5刻时钟(设计方案B与C)。如果按照类似的方法,您也可以建造1刻时钟与3刻时钟,但它们里面的红石火把会由于切换速度太快而燃尽,所以说它们是不稳定的。因而您需要应用其他方法来建造1刻时钟,这种结构被称为“快速脉冲发生器”(设计方案A与F)。 增长反相器链可以加大时钟信号的周期(设计方案B' 与C' 展示如何达到增大周期的目的)。或者,您只要串入一个设置为3刻或4刻的中继器就可以了。
通过使用一个完全不同的方法,我们可以建造4刻时钟(设计方案D)。4刻时钟信号是在不会使火把燃尽的前提下所能达到的最快时钟。
4刻时钟也可以像在设计方案E里那样使用5个火把就能达到。这种方案利用了南北向传输畸变的BUG。所以,此设计的整体朝向必须在南北方向上。
设计方案B(5刻时钟)会输出如下序列码(当然每一位持续1刻):...11111000001111100000...
设计方案F与G是可用的纵向设计。
设计方案H是一个特殊的、稳定的1刻时钟。激活方法为:如图建造,但最后放置活塞前的那个方块,这样,活塞会以极快速度伸缩。您不会看到红石粉的明暗变化——因为其状态的切换周期已经比游戏的运行基本周期更小了。在时钟的输出端仍然有信号。您可以在那里放一个活塞来测试。活塞应该会不断快速地伸出与缩回。
中继器时钟
使用中继器的时钟。延迟可以被更多的中继器所增加到几乎无限大
1刻时钟(需要人工启动)
在Beta 1.3中引入红石中继器后,时钟信号发生器可以被简化为至多1格:一个红石火把与连接的任意个中继器链,如设计方案A所示。所有中继器延迟都应当至少为2刻,否则火把会燃尽。
设计方案B为只使用中继器与红石粉的设计。由于没有红石火把的参与,所以这类时钟可以做到很快的速度(如左图的1刻时钟)。然而也正因为没有红石火把,所以这类时钟无法自启动,您可能需要加装脉冲信号发生器来人工启动这类时钟。
- Multiplicative Hopper-Dropper Clock (MHDC)
Multiplicative Hopper-Dropper Clock – [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#schematic_gallery:_hopper_clock [schematic]]
- 5×6×2 (60 block volume)
- flat
- clock period: up to 81.9 hours (3.4 real-life days)
- The top part is a regular [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#ethonian_hopper_clock ethonian hopper clock]. Once per cycle, the block of redstone will move left and activate both of the droppers in the second stage (the left dropper is powered directly, while the right dropper is activated because it's next to a powered block: the left dropper). The block of redstone in the second stage ensures that only one dropper will actually push an item, forcing the items to move in one direction until the block of redstone moves.
- The dropper clock multiplier will have a clock period of X × Y × 1.6 seconds, where X is the number of items in the hoppers (max. 320 items) and Y is the number of items in the droppers (max. 576 items).
| Items Required for Useful Clock Periods |
|---|
3-Stage Vertical MHDC — 72 block volume, clock period up to 10.7 years
- Variations: The most compact version of this circuit (2×6×4 = 48 block volume) can be achieved by moving the first stage above the second stage, and rotated 180°, with a single piece of redstone on one of the droppers. Each additional dropper stage should be rotated 180° to the one above.
- Each additional dropper stage can multiply the previous stage's clock period by up to 1,152 (twice the number of items a dropper can hold). Adding just one additional dropper stage increases the maximum clock period to over 10 years. In practice, this may only be needed for clock periods measured in weeks or months (longer than the 2-stage version can provide), generally on servers.
- Multiplicative Hopper-Latch Clock (MHLC)
Multiplicative Hopper-Latch Clock
- 4×5×3 (60 block volume)
- silent
- clock period: up to 81.9 hours (3.4 real-life days)
- The MHLC uses [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#hopper-latch_hopper_clock hopper-latch hopper clocks] for each stage, replacing the top hoppers in the secondary stage with droppers, and connecting the stages with a comparator to pulse the secondary stage.
- The MHLC uses the same number of items as the [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#mhdc MHDC] for the same clock periods, with a similar volume, but is silent.
- Variations: Each additional dropper stage can multiply the previous stage's clock period by up to 1,152 (twice the number of items a dropper can hold).
Dropper-Dropper clock
- 7×4×2 (56 block volume)
- clock period: 4 ticks/item (up to 230 seconds)
- Earliest known publication: Apr 24, 2018[1]
Simple design that does not require iron, because it uses no hoppers or pistons. Output can be taken from any dust, but all are unstable. The repeaters at the top and bottom are set to 3 ticks.
Despawn clock
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
- 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 will turn on, the dropper will drop an item on the pressure plate turning the torch off. After 5 minutes, the item will despawn (disappear) and the pressure plate will deactivate, allowing the torch to turn on, causing the dropper to eject another item onto the pressure plate.
- If completely filled with items, the dropper will need to 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
- 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 will vary, but will look something like this:
/summon Item ~1 ~ ~ {Age:X,Item:{id:"minecraft:stick",Count:1b}}
- 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 will increase by 1, and the item will despawn 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 [./https://minecraft.gamepedia.com/Pressure_plate pressure plate] takes 10 ticks (1 second) to deactivate after the item despawns and a [./https://minecraft.gamepedia.com/Weighted_pressure_plate 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: This circuit uses command blocks which cannot be obtained legitimately in Survival mode. This circuit is 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 [./https://minecraft.gamepedia.com/Block_of_redstone block of redstone] it places. A /setblock command takes 0.5 ticks to place a block, so these clocks are capable of producing 20 0-tick pulse per second. Only [./https://minecraft.gamepedia.com/Redstone_dust redstone dust], [./https://minecraft.gamepedia.com/Note_block note blocks] and other [./https://minecraft.gamepedia.com/Command_block command blocks] can activate that rapidly – other [./https://minecraft.gamepedia.com/Redstone_components#Mechanism_components mechanism components] and [./https://minecraft.gamepedia.com/Repeater repeaters] powered by a setblock clock will 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 /gamerule doTileDrops false. To prevent the clock from spamming the chat use /gamerule commandBlockOutput false. To prevent the clock from spamming the server log use /gamerule logAdminCommands false.
Both of these clocks will 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)
- 1-wide
- clock output: 0-tick pulse every 0.5 ticks.
- The command block should have the following command:
setblock ~ ~1 ~ minecraft:redstone_block 0 destroy.
- Variations: The command block and block of redstone can be configured in any direction.
- Silent Setblock Clock
- 1×1×3 (3 block volume)
- 1-wide, silent
- clock output: 0-tick pulse every 0.5 ticks.
- Command block "R" should have the following command:
setblock ~ ~-1 ~ redstone_block. Command block "S" should have the following command:setblock ~ ~1 ~ stone(or any other solid opaque block which won'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 which 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
/fillcommand 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:
fill ~ ~-1 ~ ~4 ~-1 ~ redstone_block. Command block "S" should have the following command:fill ~ ~1 ~ ~4 ~1 ~ stone(or any other solid opaque block which won'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.
活塞时钟
[./https://minecraft.gamepedia.com/Piston 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 only leaves the arm extended 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 will usually stop the clock. (Specifically, if the setup allows for a pulse less than 1 tick long, that will make 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)
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)
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)
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 very long delay clock.
Compact Sticky Piston Clock (D)
Compact Sticky Piston Clock (D)
Design D only needs one sticky piston, but at the repeater must be set to 2 or more ticks. If it is set to one tick, the torch will burn 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 will stop the clock.
Shamrock Piston Clock (E)
Shamrock Piston Clock (E)
The symmetrical design E shows how non-sticky pistons can also "pass around" a block. Output can be taken from any of the outer redstone loops.
Advanced 1-tick Piston Clock (F)
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 will extend and retract very 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 will show 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 1-tick Piston Clock (G)
Simple 1-tick 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 will stop, pulling the block back to the original position, which will make the block power the wire again, and so on.
haykam821 Piston Clocks
A Reddit user, /u/haykam821, discovered an extremely compact way to make piston clocks, with many variants. These come in both flat and vertical designs.
Self-Powered Piston Clock (H)
Overview of design H. [./https://minecraft.gamepedia.com/Terracotta Terracotta] denotes dimensions (2×2×5).
Design H is the simplest and the only one used vertically.
To make this design, place a [./https://minecraft.gamepedia.com/Sticky_piston 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 [./https://minecraft.gamepedia.com/Obsidian obsidian] two blocks up with a redstone wire on top of it. Above the sticky piston place a [./https://minecraft.gamepedia.com/Slime_block slime block]. Finally, on top of that, place a redstone block. The clock activates immediately. It works on the principle of [./https://minecraft.gamepedia.com/Quasi-connectivity 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 togglable. 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 will stop the piston from powering on again and starting the clock again. Players can connect a [./https://minecraft.gamepedia.com/Lever lever] to finish this addition.
矿车时钟
纵向矿车时钟
A basic minecart clock (Squid not required)
Rail Clock C
Rail Clock B
Minecart clocks are simple, easy to build and modify, but are somewhat unreliable. A minecart clock is made by creating a small track rails with one or more [./https://minecraft.gamepedia.com/Powered_Rail powered] and [./https://minecraft.gamepedia.com/Detector_Rail detector] rails, arranged so that a minecart can run forever either around the track (A), or back and forth from end to end (B, C). (These need not be sloped—properly placed powered rails will let a minecart "bounce" off solid blocks — but the player get some extra time as the cart slows down.) The redstone torch can also be placed in the center of the rails, making it more compact. A larger vertical track (design C) is claimed to produce an exceptionally stable clock. Note that the minecart never quite hits the top of the track. When running an empty minecart on the loop or back-and-forth, the cart generates redstone signals as it passes over the detector rail(s). Minecart clocks can be extended or shortened easily by adding and removing track, to adjust the delay between signals. On the flip side, they are easily disrupted by wandering players or mobs, and a long clock can take a fair bit of space. Also, the exact period is generally not apparent from the design. The need for gold in the booster rails can also be a problem for some players.
Long-period clocks
Creating very long repeater loops can be very expensive. However, there are several sorts of clocks that are naturally quite long, or can easily be made so, and some are described above:
- Devices can send item entities through the world: Items flowing on a stream, falling through cobwebs, or just waiting to despawn (that's a 5 minute timer provided by the game). [./https://minecraft.gamepedia.com/Dropper Droppers] or [./https://minecraft.gamepedia.com/Dispenser dispensers], and [./https://minecraft.gamepedia.com/Hopper hoppers] with [./https://minecraft.gamepedia.com/Comparator comparators], can be quite useful here.
- Additional stages added to the [./https://minecraft.gamepedia.com/Mechanics/Redstone/Clock_circuit#mhdc multiplicative hopper-dropper clock] will each multiply the previous clock period by up to 1,152, quickly increasing the clock period beyond any reasonable use.
- A simple despawn clock is shown above. These do have a couple of liabilities:
- If the pressure plates are not fully enclosed, the trigger item may fall to one side, stopping the clock.
- The droppers will eventually run out of items. A droppers full of (e.g.) seeds will serve for 48 hours, that is 2 days of real time. If this is insufficient, hoppers and chests can be added to refill the dropper (12 days per chest's worth). Alternately, a pair of chickens can provide enough eggs to keep the clock going indefinitely. A small full-auto melon or pumpkin farm can also serve to fill the hoppers.
- Boats and minecarts can be used with pressure plates or tripwires.
- Pseudoclocks can even be based on plant growth. For these, timing will not be exact, but they can still be useful for getting occasional signals over long periods.
- "Factorial stacking" of clocks: Precise clocks (that is, repeater or repeater-torch loops) with different periods may be connected to an AND gate in order to generate larger periods with much less expense. One way to make a 60-second (600 ticks) would be to use 150 repeaters set on 4-ticks of delay, or players could connect two clocks with the periods of 24 and 25 ticks (that's 13 repeaters) to an AND gate. Note that if the input clocks' on state is longer than 1 tick, they will need to filter them with an Edge Detector or Long Pulse Detector, to prevent overlapping on imperfect syncs. The disadvantages here are:
- The circuitry can be fairly finicky, and players may need a circuit just to start all the clocks simultaneously.
- The lengths of the sub-clocks need to be chosen to avoid common factors in their periods. This list of the first few prime numbers will be useful: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103. Any one of the clocks can be a integer power of a different prime, and they will not share factors or they will occasionally "beat" together, causing an extra or missed pulse.
- A cycle of 1 Minecraft day (24000 game ticks, but 12000 redstone ticks) can be produced by stacking clocks of periods 125, 32, and 3. A multiplier (as described below) may be helpful for the longest of these.
- Then there's the obvious: the [./https://minecraft.gamepedia.com/Daylight_detector daylight detector] acts as a clock with a period of one in-game day. The [wikipedia:duty cycle duty cycle] can be adjusted by using [./https://minecraft.gamepedia.com/Comparator comparators] at different threshold values. Keep in mind that [./https://minecraft.gamepedia.com/Weather weather] may interfere with this, and of course the phase is fixed. The daylight sensor does offer a unique feature: Since it responds to the actual progress of the game day, it will not lose time if its chunk is unloaded. Naturally if its chunk is not loaded, it can't actually activate any circuitry, but when a player comes by later, the clock will still be in sync with the daily cycle. By comparison, suppose that (say) an MHDC with TFFs extending it to 20 minutes is started at dawn, but the chunk is then unloaded. When the player comes back to reload the chunk (say, at dusk), the clock will continue counting its 20 minutes from wherever it left off.
There are also a couple of extension techniques that apply to any clock whatsoever, including irregular pseudoclocks:
- A [./https://minecraft.gamepedia.com/Memory_circuit#T_Flip-Flops_and_Toggles T flip-flop] can be used to double the period of any clock. This will also convert the pulse to have the same length ON and OFF, if it didn't before. (Pseudoclocks won't be completely regularized, but they will be smoothed out.)
- Latched repeaters allow production of a general clock multiplier, detailed below. This can be used to multiply the period of any clock, and they can be used in series.
Clock multiplier
Latching Clock multiplier
This nearly-flat circuit (also known as a ring counter) takes a clock input of period P and any pulse length, and outputs as a clock of period N×P, where N is the number of latches used; the output is on for a pulse length of P, and off for the remaining (N-1)×P. N is limited to 12 or so by redstone signal attenuation; however, the design can simply be repeated to multiply the period again, e.g. a 21-multiplier can be made by chaining a 7-multiplier and a 3-multiplier. This can be continued indefinitely, and unlike factorial stacking there is no restriction on the multipliers.
The build is somewhat tricky: The multiplier loop is in fact a torchless repeater-loop clock. This needs to be started separately, before the latches are engaged. The easiest way to start it is probably to add a temporary "startup circuit" starting 4 blocks from the dust part of the loop: Place a power source, then dust and a block for it to power. Finally place a redstone torch on the block, positioned to power the redstone loop. The torch will flash on for one tick before "realizing" it's powered, and this will start the loop as a clock, which will cycle until the latches are powered. This startup rig can then be removed.
The latches are driven by an edge detector which takes a rising edge and produces an OFF pulse; the pulse length must match the delays of the latched repeaters, so that the multiplier's pulse advances one repeater per edge. The delay/pulse length must also be no longer than the input clock, so it's probably best to keep them both at 1. Note that the delays of the latched repeaters are not actually part of the output period; the latches only count off input edges. The circuit's output is ON while the last repeater is lit and lighting the dust loop.
This circuit need not be fed with a regular clock. With any varying input, it will count N rising edges and output HIGH between the (N-1)th and Nth rising edge.
Variations:
- A [./https://minecraft.gamepedia.com/Memory_circuit#T_Flip-Flops_and_Toggles T flip-flop] can be used to "normalize" the pulse to half on/half-off, while doubling the output period. Design L5 from that page is suitable and compact.
- By separating the latched repeaters with redstone dust (to read their signals individually), this circuit could be generalized into a "state cycler", which can activate a series of other circuits or devices in order, as triggered by input pulses.
- The return line can be run underneath the clock, making the build higher but narrower, or the entire repeater-latch loop can be extended to run backwards on a lower level, similar to Torch-Repeater Clock design E. If used as a state cycler, this will also make the dust between the steps more accessible.
Efficiency: An efficient approach to making very long period clocks is to start with a repeater loop of 9 to 16 repeaters (up to 64 ticks), then add multiplier banks with N of 7, 5, and 3 (bigger is more efficient). Doublings should be done with T flipflops, as 2 of those are cheaper and perhaps shorter than a 4-multiplier. A couple of notes:
- Using two 7-multipliers (×49) is slightly more expensive, but shorter, than getting ×50 with 5×5×2, or getting ×48 with 3×4×4 or 6×8;.
- An 8-multiplier is slightly more expensive, but shorter, than separate 2- and 4-multipliers. However, two of them are both longer and more expensive than three 4-multipliers.
Earliest Known Publication: October 22, 2012[2]
Redstone Repeaters with Feedback
By using a ring of redstone repeaters tapped at specific intervals and an OR gate set in a feedback loop extremely long durations can be created. Durations of minutes, hours, even days can be created using a minimal amount of parts.
Clock cycle time = 0.4 × (2n - 1) seconds.
Hence each time the player add a single redstone repeater, they can effectively double the cycle time. The same circuit can be used to create long duration clocks and delays of any duration in 0.4s increments.
Super Delay on YouTube [1]
Copy of working minecraft save game [2]
Below is an example of a free running 10 element clock which takes 409.2 seconds (6.82 minutes) to cycle. It will output from the XOR Gate a unique stream of 0's and 1's that repeats every 409.2 seconds.
To turn it into a clock all we need to do is add a 10-Input Decoder that looks for one of those unique sequences. A NAND gate will go low when all redstone repeaters are outputting high.
By adding a RS flip-flop, we can reset our clock.
Here is a version where the decoder resets the clock at the 3 minute mark.
In electronics this device is commonly known as a "Linear Feedback Shift Register" (LFSR), players can make them count up, count down, create psudo-random binary sequences for testing logic circuits. In TCP/IP a 32-bit 'Linear Feedback Shift Register' is used to perform data integrity checks ie CRC-32. LFSR's also create the codes for CDMA phones and GPS (Global Positioning System).
Note that the XOR gate takes it inputs (Taps) from redstone repeater 7 and 10. For simplicity sake, these have been listed 2 tap LFSR sequences. In Minecraft, one could make a 1-many delay line structure to create more complicated clocks.
Observer clock
The player will need 2 observers, a sticky piston, a lever, and some redstone dust (optional). It should look like this:
One observer with redstone can also be used. Wrap the redstone from the observing point over the top and around one side of the observer to the input. Break and replace the redstone being observed. Add a lever for on and off.
Another method is to make an observer with a half circle of redstone to make a more simple and resource-friendly clock.
A very compact method is just to place two observers with the observing end facing towards each other. They will constantly update each other, creating a 1-tick clock. This can be extended to more observers for slower clocks.
A piston can then move the observer to toggle it.
Another method is to place an observer with the observing end facing a redstone torch on the side of a block. Power the redstone torch from the observer's output. The observer powers the torch and then is updated by the torch changing state. This can be powered to keep the system constantly on by powering dust placed next to the torch, or powered to keep the system constantly off by powering the redstone connected to the observer's output.
Alternating clock
Alternates between two different signal strengths every other tick.
Can be used to compact circuits that require lockstep timing.
References
- ↑ "SapioStevey" (Apr 24, 2018). "Minecraft Redstone - Dropper-Dropper clock" (Video). YouTube.
- ↑ "ftheriachab" (October 22, 2012) — “Redstone Timer Multiplier”










