


Supplying power to either hopper will stop the clock at the end of the next cycle. 86 items will give a period of about a minute. Controlling the timingĮach 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). 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. 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. Two hoppers are placed facing one another (A). Each time a hopper is emptied, this will switch the state of an RS-NOR latch that controls the hoppers. We will use comparators to detect when a hopper is empty. 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. Two hoppers placed facing one another will transfer items back and forth. Here are some clocks built on this principle: Two-stroke hopper clock For this, you can take advantage of the time it takes items to be moved from one place to another by a hopper. Sometimes you want longer ticks than are easily achieved with redstone repeaters.

The firework launcher on the fireworks page is a clock incorporating a dispenser.

This is another clock that works the same way, but may fit better in small spaces.Ī clock is used to control the movement of items in our dropper elevator tutorial. The signal could also be the output from another circuit, of course, such as a daylight detector or comparator. 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 clock can be stopped from ticking by supplying a signal that keeps the redstone torch switched off. 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. 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. Controlling the timingĪdd more repeaters: each one provides 0.1?0.4 seconds of delay depending on how you set it. 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). In fact, without the repeater, the circuit would tick so fast that the torch would burn out. The repeater introduces a delay, to set the timing of the clock. 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. This is a very simple circuit: it consists of a redstone torch and a repeater. Clocks are commonly used to repeatedly activate a device, such as a piston or dispenser. 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.Ĭlocks (sometimes called oscillators, or timers) are circuits that generate a regular pulse.
