REDSTONEPEDIA › Circuits › Timers and pulse multipliers
Stay-on timer (off-delay)
stays on 108 ticks (5.4 s) after · 28 blocks
The output turns on with the input and stays on 108 ticks (5.4 s) after the input turns off.
needs an input of at least 3 ticks (0.15 s) · made of comparator, redstone wire, repeater · fits in 7×2×5
Every size 9
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 4 ticks (0.2 s) | 21 blocks | needs an input of at least 4 ticks (0.2 s) |
| 8 ticks (0.4 s) | 17 blocks | needs an input of at least 4 ticks (0.2 s) |
| 12 ticks (0.6 s) | 17 blocks | needs an input of at least 4 ticks (0.2 s) |
| 16 ticks (0.8 s) | 14 blocks | needs an input of at least 4 ticks (0.2 s) |
| 20 ticks (1 s) | 17 blocks | needs an input of at least 4 ticks (0.2 s) |
| 24 ticks (1.2 s) | 13 blocks | needs an input of at least 4 ticks (0.2 s) |
| 28 ticks (1.4 s) | 13 blocks | needs an input of at least 4 ticks (0.2 s) |
| 108 ticks (5.4 s) (this page) | 28 blocks | needs an input of at least 3 ticks (0.15 s) |
| 990 ticks (49.5 s), needs a long input | 8 blocks | needs an input of at least 1,280 ticks (1 min 4 s) |
Try it
Tap IN under the view to turn the input on, again to turn it off: turn it on, then off: OUT stays red a while after (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: Keeps the output on for 108 ticks after the input turns off (a long off-delay): a small fast loop keeps a bigger, slower loop topped up, and once the input is gone the big loop 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 redstone wire repeater stone
Details: how it works, measurements and properties
In depth
The output turns on with the input (6 ticks (0.3 s) later) and stays on 108 ticks (5.4 s) after the input turns off: every output pulse is the input's length plus 108 ticks (5.4 s). Input pulses closer together than that merge into one long output pulse (a light or a door that stays on a while after the last press of a pressure plate).
It reacts to input pulses of 3 ticks (0.15 s) or longer.
How to try it
Press play under the view to watch the demo on a loop: input pulses of 1 to 80 ticks (4 s) (each output pulse lasts 108 ticks (5.4 s) longer than its input), then groups of 3 short pulses with growing gaps (closer than L, they merge into one output pulse). 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: tap the IN button of the bar (or the cell tagged IN) to turn that input on or off (it powers the cell with a redstone block): turn the input on, then off: the output stays on 108 ticks (5.4 s) after you turn it off.
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 4498 ticks (3 min 44.9 s).
Step by step (22 lines)
in 2 ticks (0.1 s): in 3 ticks (0.15 s): +6 for 111 in 4 ticks (0.2 s): +6 for 112 in 5 ticks (0.25 s): +6 for 113 in 6 ticks (0.3 s): +6 for 114 in 8 ticks (0.4 s): +6 for 116 in 10 ticks (0.5 s): +6 for 118 in 15 ticks (0.75 s): +6 for 123 in 20 ticks (1 s): +6 for 128 in 30 ticks (1.5 s): +6 for 138 in 40 ticks (2 s): +6 for 148 in 60 ticks (3 s): +6 for 168 in 80 ticks (4 s): +6 for 188 in 120 ticks (6 s): +6 for 228 in 160 ticks (8 s): +6 for 268 in 240 ticks (12 s): +6 for 348 in 320 ticks (16 s): +6 for 428 3 inputs 2 ticks (0.1 s) apart: +6 for 124 3 inputs 4 ticks (0.2 s) apart: +6 for 128 3 inputs 8 ticks (0.4 s) apart: +6 for 136 3 inputs 16 ticks (0.8 s) apart: +6 for 152 3 inputs 32 ticks (1.6 s) apart: +6 for 184
Measurements
| metric | value | what it means |
|---|---|---|
| L | 108 ticks (5.4 s) | how long the output stays on after the input turns off |
| latency | 6 ticks (0.3 s) | game ticks from the input turning on to the output turning on |
| min-pulse | 3 ticks (0.15 s) | the shortest input pulse handled correctly (every longer one works too) |
Notes from its designer
Keeps the output on for 108 ticks after the input turns off (a long off-delay): a small fast loop keeps a bigger, slower loop topped up, and once the input is gone the big loop counts down; each extra pair of comparators in the big loop adds 56 ticks. Details: stage 1 is a two-comparator loop (4-tick lap) that the input holds full; once the input stops it decays 2 per lap, so its output lasts at least 28 ticks. A repeater reading it powers stage 2, a three-comparator loop (6-tick lap) that loses only 1 per lap; stage 1's long output refills it evenly at full strength, and once stage 1 dies stage 2 counts its 15 levels down and the output goes dark at 0. Why not an item timer (a hopper draining k items at 8 ticks each, about 6 blocks for any length): the items move back only one per 8 ticks too, so an item timer needs an input about as long as its delay before it can time again, and it only comes in 8-tick steps; this loop refills in 3 ticks of input and keeps 2-tick resolution. For delays of many seconds an item timer is the smaller build.
Properties
| Study | Timers and pulse multipliers |
|---|---|
| Kind | Stay-on timer (off-delay) |
| Blocks placed | 28 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 7×2×5 (70 blocks of space) |
| Made of (the blocks that change state) | comparator, redstone wire, repeater |
| Inputs / outputs | IN (repeater) / OUT |
| Design file | off-delay-2stage-k1 |
The design file
Design file (29 lines)
# Stay-on timer: stays on 108 ticks (5.4 s) after · 28 blocks # https://vjeux.github.io/redstonepedia/circuits/pulsemult/off-delay-2stage-k1.html name: off-delay-2stage-k1 circuit: off-delay origin: -5 0 -2 port input: 1 1 3 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] layer 0: ..SS.... .S.S.... ..S.S.S. .....S.S ......SS ........ layer 1: .SWd.... .s.d.... .SESRSES .....n.d .....Sdd ........