REDSTONEPEDIA › Circuits › Timers and pulse multipliers
One-shot timer that ignores presses while on (non-retriggerable monostable)
on for 118 ticks (5.9 s) · ignores presses while on · 44 blocks
One press keeps the output on for 118 ticks (5.9 s); presses while it is on are ignored.
starts after 20 ticks (1 s) · ready again after 160 ticks (8 s) · fits in 5×2×8
Every size 6
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 14 ticks (0.7 s) | 30 blocks | starts after 12 ticks (0.6 s) · ready again after 20 ticks (1 s) |
| 18 ticks (0.9 s) | 29 blocks | starts after 12 ticks (0.6 s) · ready again after 24 ticks (1.2 s) |
| 22 ticks (1.1 s) | 26 blocks | starts after 12 ticks (0.6 s) · ready again after 32 ticks (1.6 s) |
| 34 ticks (1.7 s) | 25 blocks | starts after 12 ticks (0.6 s) · ready again after 40 ticks (2 s) |
| 38 ticks (1.9 s) | 25 blocks | starts after 12 ticks (0.6 s) · ready again after 40 ticks (2 s) |
| 118 ticks (5.9 s) (this page) | 44 blocks | starts after 20 ticks (1 s) · ready again after 160 ticks (8 s) |
Try it
Hold IN under the view for a long press, tap it for a short one: a tap keeps OUT red for a while; tapping again while it is red changes nothing (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: Gives one 118-tick output pulse per input pulse and ignores new inputs until it has finished (a long one-shot): the input fills a small fast loop through a gate, the small loop keeps a bigger slower loop topped up, and the big loop counts down while holding the gate shut; each extra pair of comparators in the big loop adds 56 ticks.
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.
Blocks used: comparator copper bulb observer redstone wire repeater stone
Details: how it works, measurements and properties
In depth
Each input pulse, however short, turns the output on for 118 ticks (5.9 s): a one-shot timer. It is non-retriggerable: input pulses that come while the output is on are ignored (one shot per press, however hard the button is mashed).
The output turns on 20 ticks (1 s) after the input. It reacts to input pulses of 2 ticks (0.1 s) (the shortest a real input makes) or longer. Two input pulses at least 160 ticks (8 s) apart give two full output pulses.
How to try it
Press play under the view to watch the demo on a loop: single input pulses of 1 to 160 ticks (8 s) (each gives one output pulse of 118 ticks (5.9 s)), then pairs of short pulses closer and closer together: a second pulse while the output is on is ignored. The badge reads demo with the step it is on, and 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: a tap keeps the output on for 118 ticks (5.9 s); tapping again while it is on changes nothing.
Inputs are tagged in lime; the output is tagged OUT: the redstone lamp in that cell (the view adds it to show the output) lights 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).
Swipe the diagram sideways: the whole sequence lasts 7274 ticks (6 min 3.7 s).
Step by step (27 lines)
in 2 ticks (0.1 s): +20 for 118 in 3 ticks (0.15 s): +20 for 118 in 4 ticks (0.2 s): +20 for 118 in 5 ticks (0.25 s): +20 for 118 in 6 ticks (0.3 s): +20 for 118 in 8 ticks (0.4 s): +20 for 118 in 10 ticks (0.5 s): +20 for 118 in 15 ticks (0.75 s): +20 for 118 in 20 ticks (1 s): +20 for 118 in 30 ticks (1.5 s): +20 for 118 in 40 ticks (2 s): +20 for 118 in 80 ticks (4 s): +20 for 118 in 160 ticks (8 s): +20 for 118 in 240 ticks (12 s): +20 for 118 in 320 ticks (16 s): +20 for 118 second edge 6 ticks (0.3 s) after the first: +20 for 118 -> non-retriggerable second edge 8 ticks (0.4 s) after the first: +20 for 118 -> non-retriggerable second edge 10 ticks (0.5 s) after the first: +20 for 118 -> non-retriggerable second edge 12 ticks (0.6 s) after the first: +20 for 118 -> non-retriggerable second edge 16 ticks (0.8 s) after the first: +20 for 118 -> non-retriggerable second edge 20 ticks (1 s) after the first: +20 for 118 -> non-retriggerable second edge 24 ticks (1.2 s) after the first: +20 for 118 -> non-retriggerable second edge 32 ticks (1.6 s) after the first: +20 for 118 -> non-retriggerable second edge 40 ticks (2 s) after the first: +20 for 118 -> non-retriggerable second edge 48 ticks (2.4 s) after the first: +20 for 118 -> non-retriggerable second edge 64 ticks (3.2 s) after the first: +20 for 118 -> non-retriggerable second edge 80 ticks (4 s) after the first: +20 for 118 -> non-retriggerable
Measurements
| metric | value | what it means |
|---|---|---|
| L | 118 ticks (5.9 s) | the length of each output pulse, whatever the input's length |
| delay | 20 ticks (1 s) | game ticks from the input turning on to the output turning on |
| retrigger | non-retriggerable | retriggerable: a pulse while the output is on restarts L; non-retriggerable: it is ignored |
| re-arm | 160 ticks (8 s) | the shortest time between two presses that still gives two separate output pulses (closer presses restart the timer, or are ignored by a non-restarting one) |
| min-pulse | 2 ticks (0.1 s) (the shortest a real input makes) | the shortest input pulse handled correctly (every longer one works too) |
Notes from its designer
Gives one 118-tick output pulse per input pulse and ignores new inputs until it has finished (a long one-shot): the input fills a small fast loop through a gate, the small loop keeps a bigger slower loop topped up, and the big loop counts down while holding the gate shut; each extra pair of comparators in the big loop adds 56 ticks. Details: a copper bulb, a comparator, an observer and a delay-3 repeater charge stage 1 through a subtract comparator whose side is fed from between the two loops, so every edge is ignored until the output itself has ended; stage 2 is a three-comparator loop (6-tick lap) that loses only 1 per lap. Why not an item timer (a hopper draining k items at 8 ticks each): it would need the input held about as long as the pulse to load its items, where this one fires on a 2-tick input. For one-shots of many seconds an item timer is the smaller build.
Properties
| Study | Timers and pulse multipliers |
|---|---|
| Kind | One-shot timer that ignores presses while on (non-retriggerable monostable) |
| Blocks placed | 44 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 5×2×8 (80 blocks of space) |
| Made of (the blocks that change state) | comparator, copper bulb, observer, redstone wire, repeater |
| Inputs / outputs | IN (repeater) / OUT |
| Design file | mono-nonretrig-2stage-k1 |
The design file
Design file (42 lines)
# One-shot timer: on for 118 ticks (5.9 s) · ignores presses while on · 44 blocks # https://vjeux.github.io/redstonepedia/circuits/pulsemult/mono-nonretrig-2stage-k1.html name: mono-nonretrig-2stage-k1 circuit: monostable non-retriggerable origin: -2 0 -6 port input: 2 1 -6 port output: 1 1 -2 palette: S minecraft:stone d minecraft:redstone_wire[east=side,north=side,power=0,south=side,west=side] E minecraft:comparator[facing=east,mode=compare,powered=false] W minecraft:comparator[facing=west,mode=compare,powered=false] n minecraft:comparator[facing=north,mode=compare,powered=false] s minecraft:comparator[facing=south,mode=compare,powered=false] L minecraft:repeater[delay=1,facing=east,locked=false,powered=false] M minecraft:repeater[delay=1,facing=south,locked=false,powered=false] N minecraft:comparator[facing=north,mode=compare,powered=false] G minecraft:comparator[facing=north,mode=subtract,powered=false] o minecraft:observer[facing=north,powered=false] R minecraft:repeater[delay=3,facing=north,locked=false,powered=false] r minecraft:repeater[delay=1,facing=west,locked=false,powered=false] B minecraft:waxed_copper_bulb[lit=false,powered=false] layer 0: ..... ..... SS..S S.S.. .S..S S.SSS SS.S. ..S.S ...SS layer 1: ..... ....B dES.N d.s.o SWS.R M.drG dLSES ..n.d ..Sdd