REDSTONEPEDIA › Circuits › Timers and pulse multipliers

One-shot timer that ignores presses while on (non-retriggerable monostable)

on for 34 ticks (1.7 s) · ignores presses while on · 25 blocks

One press keeps the output on for 34 ticks (1.7 s); presses while it is on are ignored.

starts after 12 ticks (0.6 s) · ready again after 40 ticks (2 s) · fits in 3×2×8

6 versions, 14 to 118 ticks

on for 34 ticks (1.7 s)One-shot timer3D view loading (or not available in this browser)

Every size 6

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

sizeblocksnumbers
14 ticks (0.7 s)30 blocksstarts after 12 ticks (0.6 s) · ready again after 20 ticks (1 s)
18 ticks (0.9 s)29 blocksstarts after 12 ticks (0.6 s) · ready again after 24 ticks (1.2 s)
22 ticks (1.1 s)26 blocksstarts after 12 ticks (0.6 s) · ready again after 32 ticks (1.6 s)
34 ticks (1.7 s) (this page)25 blocksstarts after 12 ticks (0.6 s) · ready again after 40 ticks (2 s)
38 ticks (1.9 s)25 blocksstarts after 12 ticks (0.6 s) · ready again after 40 ticks (2 s)
118 ticks (5.9 s)44 blocksstarts 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 34-tick output pulse per input pulse and ignores new inputs until it has finished: the input refills a small fading loop through a gate that the loop keeps shut while it runs.

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 34 ticks (1.7 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 12 ticks (0.6 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 40 ticks (2 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 34 ticks (1.7 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 34 ticks (1.7 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).

a 160-tick pressINOUTticks01002003004005006007008009001000110012001300140015001600170018001900200021002200230024002500260027002800

Swipe the diagram sideways: the whole sequence lasts 2870 ticks (2 min 23.5 s).

Step by step (21 lines)
in  2 ticks (0.1 s): +12 for 34
in  3 ticks (0.15 s): +12 for 34
in  4 ticks (0.2 s): +12 for 34
in  5 ticks (0.25 s): +12 for 34
in  6 ticks (0.3 s): +12 for 34
in  8 ticks (0.4 s): +12 for 34
in 10 ticks (0.5 s): +12 for 34
in 15 ticks (0.75 s): +12 for 34
in 20 ticks (1 s): +12 for 34
in 30 ticks (1.5 s): +12 for 34
in 40 ticks (2 s): +12 for 34
in 80 ticks (4 s): +12 for 34
in 160 ticks (8 s): +12 for 34
second edge 6 ticks (0.3 s) after the first: +12 for 34 -> non-retriggerable
second edge 8 ticks (0.4 s) after the first: +12 for 34 -> non-retriggerable
second edge 10 ticks (0.5 s) after the first: +12 for 34 -> non-retriggerable
second edge 12 ticks (0.6 s) after the first: +12 for 34 -> non-retriggerable
second edge 16 ticks (0.8 s) after the first: +12 for 34 -> non-retriggerable
second edge 20 ticks (1 s) after the first: +12 for 34 -> non-retriggerable
second edge 24 ticks (1.2 s) after the first: +12 for 34 -> non-retriggerable
second edge 32 ticks (1.6 s) after the first: +12 for 34 -> non-retriggerable

Measurements

metricvaluewhat it means
L34 ticks (1.7 s)the length of each output pulse, whatever the input's length
delay12 ticks (0.6 s)game ticks from the input turning on to the output turning on
retriggernon-retriggerableretriggerable: a pulse while the output is on restarts L; non-retriggerable: it is ignored
re-arm40 ticks (2 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-pulse2 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 34-tick output pulse per input pulse and ignores new inputs until it has finished: the input refills a small fading loop through a gate that the loop keeps shut while it runs. Unlike the hopper one-shot of the pulse study (8-tick steps, items to bring back before the next press), it times in 2-tick steps and is ready again a few ticks after its pulse. Details: a copper bulb, a comparator, an observer and a delay-3 repeater turn each rising edge into a 6-tick charge through a subtract comparator; the loop's own signal feeds that comparator's side, so edges during the pulse pass nothing; 3 dust return the signal, losing 2 per 4-tick lap.

Properties

StudyTimers and pulse multipliers
KindOne-shot timer that ignores presses while on (non-retriggerable monostable)
Blocks placed25 (not counting the input levers or buttons and the lamp the view adds)
Box3×2×8 (48 blocks of space)
Made of (the blocks that change state)comparator, copper bulb, observer, redstone wire, repeater
Inputs / outputsIN (repeater) / OUT
Flagsseveral versions of one mechanism
Design filemono-nonretrig-ring-L34

The design file

on GitHub

Design file (38 lines)
# One-shot timer: on for 34 ticks (1.7 s) · ignores presses while on · 25 blocks
# https://vjeux.github.io/redstonepedia/circuits/pulsemult/mono-nonretrig-ring-L34.html
name: mono-nonretrig-ring-L34
circuit: monostable non-retriggerable
origin: 0 0 -6
port input: 2 1 -6
port output: 3 1 0
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]
  n minecraft:comparator[facing=north,mode=compare,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:
  ....
  ....
  ..S.
  ....
  ..S.
  SSS.
  .S..
  S.S.
  .SS.
layer 1:
  ....
  ..B.
  ..N.
  ..o.
  ..R.
  drG.
  SES.
  n.d.
  Sdd.