REDSTONEPEDIA › Circuits › Timers and pulse multipliers

One-shot timer that restarts on every press (retriggerable monostable)

on for 32 ticks (1.6 s) · restarts on every press · 21 blocks

One press keeps the output on for 32 ticks (1.6 s); pressing again while it is on restarts the countdown.

starts after 4 ticks (0.2 s) · fits in 6×4×3

6 versions, 12 to 116 ticks

on for 32 ticks (1.6 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
12 ticks (0.6 s)26 blocksstarts after 4 ticks (0.2 s)
16 ticks (0.8 s)25 blocksstarts after 4 ticks (0.2 s)
20 ticks (1 s)22 blocksstarts after 4 ticks (0.2 s)
32 ticks (1.6 s) (this page)21 blocksstarts after 4 ticks (0.2 s)
36 ticks (1.8 s)21 blocksstarts after 4 ticks (0.2 s)
116 ticks (5.8 s)36 blocksstarts 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 32-tick output pulse after each input pulse, and a new input restarts the 32 ticks: every input refills a small two-comparator loop that fades out on its own.

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 stone

Details: how it works, measurements and properties

In depth

Each input pulse, however short, turns the output on for 32 ticks (1.6 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 32 ticks (1.6 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 4 ticks (0.2 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 40 ticks (2 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 32 ticks (1.6 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 32 ticks (1.6 s); tap again while it is on and it stays on 32 ticks (1.6 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).

a 160-tick pressINOUTticks01002003004005006007008009001000110012001300140015001600170018001900200021002200230024002500

Swipe the diagram sideways: the whole sequence lasts 2580 ticks (2 min 9 s).

Step by step (20 lines)
in  2 ticks (0.1 s): +4 for 32
in  3 ticks (0.15 s): +4 for 32
in  4 ticks (0.2 s): +4 for 32
in  5 ticks (0.25 s): +4 for 32
in  6 ticks (0.3 s): +4 for 32
in  8 ticks (0.4 s): +4 for 32
in 10 ticks (0.5 s): +4 for 32
in 15 ticks (0.75 s): +4 for 32
in 20 ticks (1 s): +4 for 32
in 30 ticks (1.5 s): +4 for 32
in 40 ticks (2 s): +4 for 32
in 80 ticks (4 s): +4 for 32
in 160 ticks (8 s): +4 for 32
second edge 6 ticks (0.3 s) after the first: +4 for 38 -> retriggerable
second edge 8 ticks (0.4 s) after the first: +4 for 40 -> retriggerable
second edge 10 ticks (0.5 s) after the first: +4 for 42 -> retriggerable
second edge 12 ticks (0.6 s) after the first: +4 for 44 -> retriggerable
second edge 16 ticks (0.8 s) after the first: +4 for 48 -> retriggerable
second edge 20 ticks (1 s) after the first: +4 for 52 -> retriggerable
second edge 24 ticks (1.2 s) after the first: +4 for 56 -> retriggerable

Measurements

metricvaluewhat it means
L32 ticks (1.6 s)the length of each output pulse, whatever the input's length
delay4 ticks (0.2 s)game ticks from the input turning on to the output turning on
retriggerretriggerableretriggerable: 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 a 32-tick output pulse after each input pulse, and a new input restarts the 32 ticks: every input refills a small two-comparator loop that fades out on its own. Unlike an item timer, a 2-tick press gives the whole length, in 2-tick steps, with no items to load back. Details: a copper bulb, a comparator and two observers turn each rising edge into 4 ticks of full-strength signal for the loop; 3 dust carry the signal back around, losing 2 per 4-tick lap, the least a two-comparator loop can lose, which is why this long pulse is also one of the smallest.

Properties

StudyTimers and pulse multipliers
KindOne-shot timer that restarts on every press (retriggerable monostable)
Blocks placed21 (not counting the input levers or buttons and the lamp the view adds)
Box6×4×3 (72 blocks of space)
Made of (the blocks that change state)comparator, copper bulb, observer, redstone wire
Inputs / outputsIN (repeater) / OUT
Flagsseveral versions of one mechanism
Design filemono-retrig-ring-L32

The design file

on GitHub

Design file (35 lines)
# One-shot timer: on for 32 ticks (1.6 s) · restarts on every press · 21 blocks
# https://vjeux.github.io/redstonepedia/circuits/pulsemult/mono-retrig-ring-L32.html
name: mono-retrig-ring-L32
circuit: monostable retriggerable
origin: 0 0 -1
port input: 6 3 0
port output: 2 1 -1
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]
  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:
  .......
  .S.S...
  S.S....
  .SS....
layer 1:
  .......
  SESdS..
  n.d....
  Sdd....
layer 2:
  .......
  ..dOU..
  .......
  .......
layer 3:
  .......
  ....EB.
  .......
  .......