REDSTONEPEDIA › Circuits › Timers and pulse multipliers

Hold-to-activate: ignores short presses (on-delay)

must be held 8 ticks (0.4 s) · 9 blocks

The output only turns on once the input has been on for 8 ticks (0.4 s); shorter presses do nothing.

its output is 6 ticks (0.3 s) shorter than the input · fits in 3×2×3

3 versions, 8 to 12 ticks

must be held 8 ticks (0.4 s)Hold-to-activate3D view loading (or not available in this browser)

Every size 3

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

sizeblocksnumbers
8 ticks (0.4 s) (this page)9 blocksits output is 6 ticks (0.3 s) shorter than the input
10 ticks (0.5 s)9 blocksits output is 8 ticks (0.4 s) shorter than the input
12 ticks (0.6 s)9 blocksits output is 10 ticks (0.5 s) shorter than the input

Try it

Hold IN under the view for a long press, tap it for a short one: a quick tap does nothing; hold it and OUT turns red (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: Lights the output only after the input has stayed on for 8 ticks, and turns it off the moment the input stops.

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: redstone wire repeater sticky piston stone

Details: how it works, measurements and properties

In depth

The output turns on only once the input has been on for 8 ticks (0.4 s), and turns off with it: shorter inputs give nothing at all. It filters out glitches (the 1-2 ticks pulses of observers, flicker) and makes "hold the button" controls.

An input longer than 8 ticks (0.4 s) comes out shortened by 6 ticks (0.3 s); the output falls in the same game tick as the input.

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): the ones shorter than 8 ticks (0.4 s) give nothing, the longer ones come out shortened. 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 quick tap gives nothing; hold it longer than 8 ticks (0.4 s) and the output lights until you let go.

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 60-tick pressa 80-tick pressINOUTticks050100150200250300350400450500550600650

Swipe the diagram sideways: the whole sequence lasts 682 ticks (34.1 s).

Step by step (15 lines)
in  2 ticks (0.1 s): no output
in  3 ticks (0.15 s): no output
in  4 ticks (0.2 s): no output
in  5 ticks (0.25 s): no output
in  6 ticks (0.3 s): no output
in  8 ticks (0.4 s): 2 ticks (0.1 s), ends +0 after the input
in 10 ticks (0.5 s): 4 ticks (0.2 s), ends +0 after the input
in 12 ticks (0.6 s): 6 ticks (0.3 s), ends +0 after the input
in 15 ticks (0.75 s): 9 ticks (0.45 s), ends +0 after the input
in 20 ticks (1 s): 14 ticks (0.7 s), ends +0 after the input
in 25 ticks (1.25 s): 19 ticks (0.95 s), ends +0 after the input
in 30 ticks (1.5 s): 24 ticks (1.2 s), ends +0 after the input
in 40 ticks (2 s): 34 ticks (1.7 s), ends +0 after the input
in 60 ticks (3 s): 54 ticks (2.7 s), ends +0 after the input
in 80 ticks (4 s): 74 ticks (3.7 s), ends +0 after the input

Measurements

metricvaluewhat it means
T8 ticks (0.4 s)how long the input must stay on before the output turns on
shortening6 ticks (0.3 s)how much shorter than the input the output pulse is
latency0 ticks (0 s)game ticks from the input turning off to the output turning off

Notes from its designer

Lights the output only after the input has stayed on for 8 ticks, and turns it off the moment the input stops.

Properties

StudyTimers and pulse multipliers
KindHold-to-activate: ignores short presses (on-delay)
Blocks placed9 (not counting the input levers or buttons and the lamp the view adds)
Box3×2×3 (18 blocks of space)
Made of (the blocks that change state)redstone wire, repeater, sticky piston, stone
Inputs / outputsIN (repeater) / OUT
Flagsinstant (reacts in the same tick), several versions of one mechanism
Design fileon-delay-piston-gate-T8-v18-9b

The design file

on GitHub

Design file (20 lines)
# Hold-to-activate: must be held 8 ticks (0.4 s) · 9 blocks
# https://vjeux.github.io/redstonepedia/circuits/pulsemult/on-delay-piston-gate-T8-v18-9b.html
name: on-delay-piston-gate-T8-v18-9b
circuit: on-delay
port input: 0 1 0
port output: 3 1 0
origin: 0 0 -2
palette:
  R minecraft:redstone_wire[east=side,north=side,power=0,south=side,west=side]
  S minecraft:sticky_piston[extended=false,facing=south]
  r minecraft:repeater[delay=2,facing=south,locked=false,powered=false]
  s minecraft:stone
layer 0:
  .s
  s
  .s
layer 1:
  sRS
  r.s
  .R