REDSTONEPEDIA › Circuits › Timers and pulse multipliers
One-shot timer that restarts on every press (retriggerable monostable)
on for 116 ticks (5.8 s) · restarts on every press · 36 blocks
One press keeps the output on for 116 ticks (5.8 s); pressing again while it is on restarts the countdown.
starts after 10 ticks (0.5 s) · fits in 10×4×5
Every size 6
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 12 ticks (0.6 s) | 26 blocks | starts after 4 ticks (0.2 s) |
| 16 ticks (0.8 s) | 25 blocks | starts after 4 ticks (0.2 s) |
| 20 ticks (1 s) | 22 blocks | starts after 4 ticks (0.2 s) |
| 32 ticks (1.6 s) | 21 blocks | starts after 4 ticks (0.2 s) |
| 36 ticks (1.8 s) | 21 blocks | starts after 4 ticks (0.2 s) |
| 116 ticks (5.8 s) (this page) | 36 blocks | starts after 10 ticks (0.5 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; tap again while it is red and it stays red longer (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 a 116-tick output pulse after each input pulse, and a new input restarts it (a long retriggerable one-shot): each input fills a small fast loop that keeps a bigger, slower loop topped up, which then counts down; 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 116 ticks (5.8 s): a one-shot timer. It is retriggerable: another input pulse while the output is on restarts the count, so the output stays on while pulses keep coming and turns off 116 ticks (5.8 s) after the last one (a light that stays on while there is activity; inverted, an alarm for a clock that stopped).
The output turns on 10 ticks (0.5 s) after the input. It reacts to input pulses of 2 ticks (0.1 s) (the shortest a real input makes) or longer. Two presses at least 120 ticks (6 s) apart give two separate output pulses; closer together, the output just stays on longer.
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 116 ticks (5.8 s)), then pairs of short pulses closer and closer together: a second pulse while the output is on restarts the count, so the output turns off L after the second one. 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 116 ticks (5.8 s); tap again while it is on and it stays on 116 ticks (5.8 s) after your last tap.
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 6878 ticks (5 min 43.9 s).
Step by step (27 lines)
in 2 ticks (0.1 s): +10 for 116 in 3 ticks (0.15 s): +10 for 116 in 4 ticks (0.2 s): +10 for 116 in 5 ticks (0.25 s): +10 for 116 in 6 ticks (0.3 s): +10 for 116 in 8 ticks (0.4 s): +10 for 116 in 10 ticks (0.5 s): +10 for 116 in 15 ticks (0.75 s): +10 for 116 in 20 ticks (1 s): +10 for 116 in 30 ticks (1.5 s): +10 for 116 in 40 ticks (2 s): +10 for 116 in 80 ticks (4 s): +10 for 116 in 160 ticks (8 s): +10 for 116 in 240 ticks (12 s): +10 for 116 in 320 ticks (16 s): +10 for 116 second edge 6 ticks (0.3 s) after the first: +10 for 122 -> retriggerable second edge 8 ticks (0.4 s) after the first: +10 for 124 -> retriggerable second edge 10 ticks (0.5 s) after the first: +10 for 126 -> retriggerable second edge 12 ticks (0.6 s) after the first: +10 for 128 -> retriggerable second edge 16 ticks (0.8 s) after the first: +10 for 132 -> retriggerable second edge 20 ticks (1 s) after the first: +10 for 136 -> retriggerable second edge 24 ticks (1.2 s) after the first: +10 for 140 -> retriggerable second edge 32 ticks (1.6 s) after the first: +10 for 148 -> retriggerable second edge 40 ticks (2 s) after the first: +10 for 156 -> retriggerable second edge 48 ticks (2.4 s) after the first: +10 for 164 -> retriggerable second edge 64 ticks (3.2 s) after the first: +10 for 180 -> retriggerable second edge 80 ticks (4 s) after the first: +10 for 196 -> retriggerable
Measurements
| metric | value | what it means |
|---|---|---|
| L | 116 ticks (5.8 s) | the length of each output pulse, whatever the input's length |
| delay | 10 ticks (0.5 s) | game ticks from the input turning on to the output turning on |
| retrigger | retriggerable | retriggerable: a pulse while the output is on restarts L; non-retriggerable: it is ignored |
| re-arm | 120 ticks (6 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 a 116-tick output pulse after each input pulse, and a new input restarts it (a long retriggerable one-shot): each input fills a small fast loop that keeps a bigger, slower loop topped up, which then counts down; each extra pair of comparators in the big loop adds 56 ticks. Details: a copper bulb, a comparator and two observers turn each rising edge into 4 ticks of full-strength signal for stage 1, a two-comparator loop (4-tick lap) that decays 2 per lap, so its output lasts at least 28 ticks; a repeater reading it refills stage 2, a three-comparator loop (6-tick lap) that loses only 1 per lap, which then counts its 15 levels down. Why not an item timer (a hopper draining k items at 8 ticks each): refilling it takes about as long as the pulse itself, so a new input could not restart it at once; this one restarts on any 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 restarts on every press (retriggerable monostable) |
| Blocks placed | 36 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 10×4×5 (200 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-retrig-2stage-k1 |
The design file
Design file (42 lines)
# One-shot timer: on for 116 ticks (5.8 s) · restarts on every press · 36 blocks # https://vjeux.github.io/redstonepedia/circuits/pulsemult/mono-retrig-2stage-k1.html name: mono-retrig-2stage-k1 circuit: monostable retriggerable origin: -5 0 -2 port input: 6 3 0 port output: -5 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] 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] R minecraft:repeater[delay=1,facing=east,locked=false,powered=false] O minecraft:observer[facing=east,powered=false] U minecraft:observer[facing=up,powered=false] B minecraft:waxed_copper_bulb[lit=false,powered=false] layer 0: ..SS........ .S.S........ ..S.S.S.S... .....S.S.... ......SS.... layer 1: .SWd........ .s.d........ .SESRSESdS.. .....n.d.... .....Sdd.... layer 2: ............ ............ .......dOU.. ............ ............ layer 3: ............ ............ .........EB. ............ ............