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
Every size 3
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 8 ticks (0.4 s) (this page) | 9 blocks | its output is 6 ticks (0.3 s) shorter than the input |
| 10 ticks (0.5 s) | 9 blocks | its output is 8 ticks (0.4 s) shorter than the input |
| 12 ticks (0.6 s) | 9 blocks | its 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).
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
| metric | value | what it means |
|---|---|---|
| T | 8 ticks (0.4 s) | how long the input must stay on before the output turns on |
| shortening | 6 ticks (0.3 s) | how much shorter than the input the output pulse is |
| latency | 0 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
| Study | Timers and pulse multipliers |
|---|---|
| Kind | Hold-to-activate: ignores short presses (on-delay) |
| Blocks placed | 9 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 3×2×3 (18 blocks of space) |
| Made of (the blocks that change state) | redstone wire, repeater, sticky piston, stone |
| Inputs / outputs | IN (repeater) / OUT |
| Flags | instant (reacts in the same tick), several versions of one mechanism |
| Design file | on-delay-piston-gate-T8-v18-9b |
The design file
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