REDSTONEPEDIA › Circuits › Pulse shapers

One pulse when switched off (falling-edge detector)

128-tick pulse · 13 blocks

When the input turns off, the output gives one short pulse of 128 ticks (6.4 s); turning the input on does nothing.

starts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s) · fits in 3×4×3

128-tick pulseOne pulse when switched off3D view loading (or not available in this browser)

Every size 23

The best design for each size: pick one to see it.

sizeblocksnumbers
1 tick (0.05 s)4 blocksstarts after 2 ticks (0.1 s) · needs an input of at least 2 ticks (0.1 s)
2 ticks (0.1 s)2 blocksstarts after 4 ticks (0.2 s) · needs an input of at least 6 ticks (0.3 s)
4 ticks (0.2 s)4 blocksstarts after 8 ticks (0.4 s) · needs an input of at least 6 ticks (0.3 s)
6 ticks (0.3 s)4 blocksstarts after 10 ticks (0.5 s) · needs an input of at least 6 ticks (0.3 s)
8 ticks (0.4 s)4 blocksstarts after 12 ticks (0.6 s) · needs an input of at least 6 ticks (0.3 s)
10 ticks (0.5 s)5 blocksstarts after 1 tick (0.05 s) · needs an input of at least 2 ticks (0.1 s)
12 ticks (0.6 s)16 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
14 ticks (0.7 s)16 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
16 ticks (0.8 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
18 ticks (0.9 s)16 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
20 ticks (1 s)20 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
22 ticks (1.1 s)20 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
24 ticks (1.2 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
26 ticks (1.3 s)20 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
28 ticks (1.4 s)20 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
30 ticks (1.5 s)20 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
32 ticks (1.6 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
36 ticks (1.8 s)24 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
38 ticks (1.9 s)24 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
40 ticks (2 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
64 ticks (3.2 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
128 ticks (6.4 s) (this page)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)
256 ticks (12.8 s)13 blocksstarts after 6 ticks (0.3 s) · needs an input of at least 6 ticks (0.3 s)

Try it

Hold IN under the view for a long press, tap it for a short one: the box marked OUT turns red while the output is on. Press play under the view to watch a demo on a loop; touch any other control to take over.

How this design does it: One pulse of exactly 8 ticks per item in the first hopper (8 ticks to 24 seconds) every time the input turns OFF, always 13 blocks: a copper bulb remembers the falling edge (the input makes a piston lift an observer away from the bulb, and when it turns off the piston pulls the observer back beside the bulb, where it fires once); while the bulb is lit, its comparator locks the second hopper and unlocks the first, so the items pass one by one; when the first hopper is empty, its comparator goes off and a torch toggles the bulb off; then the items flow back.

Build it

Download .litematic Download the design as text

The .litematic opens in Litematica (Minecraft 26.3): every block of the design in one region. The text file is the same build written as plain text, block by block.

Comes loaded with 16 cobblestone in its containers: the download includes them; building it by hand, put them in first.

Blocks used: comparator copper bulb hopper observer redstone torch sticky piston stone

Details: how it works, measurements and properties

In depth

When the input turns off, the output gives one short pulse of L = 128 ticks (6.4 s), starting 6 ticks (0.3 s) after the input turned off. When the input turns on, nothing happens. It handles every input pulse of 6 ticks (0.3 s) or longer.

Use it to react to something stopping, e.g. a lever being switched back.

How to try it

Press play under the view to watch the demo on a loop (the badge reads demo with the step it is on; the same sequence is drawn as a timing diagram below). Touch any control to stop it and try the circuit yourself.

To try it: press and hold the IN button of the bar (or the cell tagged IN) to power that input; a quick tap sends a short 2-tick pulse.

Inputs are tagged in lime; the output is tagged OUT: the orange glass marker next to it glows while the output is on (the output strip by the demo badge shows its last 40 game ticks, 2 seconds). Drag to look around, pinch or scroll to zoom, step one game tick at a time with the step button.

Inputs and output over time

The input follows this schedule (the 3D view's demo plays the same). Lime: an input is on; orange: the output is on (taller = a stronger signal, 1 to 15). Time runs left to right in game ticks (20 ticks = 1 s).

a 6-tick inputa 8-tick inputa 10-tick inputa 15-tick inputa 20-tick inputa 30-tick inputa 40-tick inputa 60-tick inputa 80-tick inputa 120-tick inputa 160-tick inputa 240-tick inputa 320-tick inputa 480-tick inputINOUTticks01002003004005006007008009001000110012001300140015001600170018001900200021002200230024002500260027002800290030003100320033003400350036003700380039004000410042004300440045004600470048004900500051005200530054005500560057005800590060006100620063006400650066006700

Swipe the diagram sideways: the whole sequence lasts 6813 ticks (5 min 40.65 s).

Step by step (18 lines)
in  2 ticks (0.1 s): no output  <- not handled
in  3 ticks (0.15 s): +9 for 128
in  4 ticks (0.2 s): no output  <- not handled
in  5 ticks (0.25 s): no output  <- not handled
in  6 ticks (0.3 s): +12 for 128
in  8 ticks (0.4 s): +14 for 128
in 10 ticks (0.5 s): +16 for 128
in 15 ticks (0.75 s): +21 for 128
in 20 ticks (1 s): +26 for 128
in 30 ticks (1.5 s): +36 for 128
in 40 ticks (2 s): +46 for 128
in 60 ticks (3 s): +66 for 128
in 80 ticks (4 s): +86 for 128
in 120 ticks (6 s): +126 for 128
in 160 ticks (8 s): +166 for 128
in 240 ticks (12 s): +246 for 128
in 320 ticks (16 s): +326 for 128
in 480 ticks (24 s): +486 for 128

Measurements

metricvaluewhat it means
L128 ticks (6.4 s)the length of the output pulse
delay6 ticks (0.3 s)the time from the input's edge to the start of the output pulse
min-pulse6 ticks (0.3 s)the shortest input pulse handled correctly (every longer one works too)

Notes from its designer

One pulse of exactly 8 ticks per item in the first hopper (8 ticks to 24 seconds) every time the input turns OFF, always 13 blocks: a copper bulb remembers the falling edge (the input makes a piston lift an observer away from the bulb, and when it turns off the piston pulls the observer back beside the bulb, where it fires once); while the bulb is lit, its comparator locks the second hopper and unlocks the first, so the items pass one by one; when the first hopper is empty, its comparator goes off and a torch toggles the bulb off; then the items flow back. This one holds 4 items: 32 ticks. Detail: the bulb's comparator powers the stone above the second hopper (locking it) and turns off the torch on that stone, which locked the first hopper; the first hopper's comparator powers the block whose torch lights the bulb from below when that hopper empties.

Properties

StudyPulse shapers
KindOne pulse when switched off (falling-edge detector)
Blocks placed13 (not counting the input levers or buttons the view adds)
Box3×4×3 (36 blocks of space)
Made of (the blocks that change state)comparator, copper bulb, hopper, observer, redstone torch, sticky piston
Inputs / outputsIN (repeater) / OUT
Design filepulse-fall-hopper-oneshot-L128

The design file

on GitHub

Design file (38 lines)
# One pulse when switched off: 128-tick pulse · 13 blocks
# https://vjeux.github.io/redstonepedia/circuits/pulse/pulse-fall-hopper-oneshot-L128.html
name: pulse-fall-hopper-oneshot-L128
circuit: falling-edge
origin: 0 0 0
port input: 2 4 2
port output: 1 2 1
palette:
  G minecraft:stone
  S minecraft:hopper[enabled=false,facing=east]
  U minecraft:hopper[enabled=true,facing=west]
  C minecraft:comparator[facing=north,mode=compare,powered=true]
  F minecraft:stone
  Y minecraft:stone
  T minecraft:redstone_wall_torch[facing=east,lit=false]
  W minecraft:redstone_wall_torch[facing=west,lit=true]
  X minecraft:stone
  K minecraft:comparator[facing=south,mode=compare,powered=false]
  B minecraft:waxed_copper_bulb[lit=false,powered=false]
  O minecraft:observer[facing=east,powered=false]
  P minecraft:sticky_piston[extended=false,facing=down]
layer 0:
  ...
  G..
  ...
layer 1:
  SU.
  CF.
  YT.
layer 2:
  WX.
  .K.
  .BO
layer 3:
  ...
  ...
  ..P
nbt: 0 1 0 {Items:[{Slot:0b,id:"minecraft:cobblestone",count:16}]}