REDSTONEPEDIA › Circuits › Timers and pulse multipliers
Several pulses per press (burst)
3 pulses per press · 9 blocks
One press gives exactly 3 pulses, 4 ticks apart.
4 ticks (0.2 s) apart · starts after 14 ticks (0.7 s) · fits in 5×2×3
Every size 6
The best design for each size: pick one to see it.
| size | blocks | numbers |
|---|---|---|
| 2 pulses | 7 blocks | 6 ticks (0.3 s) apart · starts after 12 ticks (0.6 s) |
| 3 pulses (this page) | 9 blocks | 4 ticks (0.2 s) apart · starts after 14 ticks (0.7 s) |
| 4 pulses | 19 blocks | 4 to 6 ticks (0.2 s to 0.3 s) apart · starts after 6 ticks (0.3 s) |
| 8 pulses | 25 blocks | 4 ticks (0.2 s) apart · starts after 8 ticks (0.4 s) |
| 16 pulses | 25 blocks | 4 ticks (0.2 s) apart · starts after 8 ticks (0.4 s) |
| 64 pulses | 25 blocks | 4 ticks (0.2 s) apart · starts after 8 ticks (0.4 s) |
Try it
Hold IN under the view for a long press, tap it for a short one: each tap turns OUT red exactly 3 times (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: One press gives exactly 3 pulses: the press holds two observers face to face for a fixed moment, and they fire at each other 3 times before being pulled apart.
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 repeater sticky piston stone
Details: how it works, measurements and properties
In depth
Each input pulse gives exactly 3 output pulses (2 ticks (0.1 s) each, one every 4 ticks (0.2 s)): a pulse multiplier. Builds use it to fire a dispenser or a dropper exactly 3 times, or push a piston 3 times, from one button press.
The first comes 14 ticks (0.7 s) after the input; the whole burst takes 24 ticks (1.2 s).
Any input of 2 ticks (0.1 s) (the shortest a real input makes) or longer gives the same burst (a button, a plate or a held lever alike). A second press during the burst: one that comes within a few game ticks is swallowed, a later one adds a second burst. Pressed again and again it keeps up with presses 16 ticks (0.8 s) apart: fed a clock that fast, it multiplies its frequency by 3.
How to try it
Press play under the view to watch the demo on a loop: single input pulses of 1 to 40 ticks (2 s) (each must give exactly 3 output pulses), then pairs of presses closer and closer together (what a second press does), then trains of 6 presses faster and faster (how fast it keeps up). 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: each tap gives exactly 3 flashes of the output.
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 2992 ticks (2 min 29.6 s).
Step by step (23 lines)
in 2 ticks (0.1 s): 3 pulse(s) in 3 ticks (0.15 s): 3 pulse(s) in 4 ticks (0.2 s): 3 pulse(s) in 6 ticks (0.3 s): 3 pulse(s) in 10 ticks (0.5 s): 3 pulse(s) in 20 ticks (1 s): 3 pulse(s) in 40 ticks (2 s): 3 pulse(s) second input 6 ticks (0.3 s) after the first (inside the 24 ticks (1.2 s) burst): 3 pulses: ignores second input 8 ticks (0.4 s) after the first (inside the 24 ticks (1.2 s) burst): 3 pulses: ignores second input 10 ticks (0.5 s) after the first (inside the 24 ticks (1.2 s) burst): 3 pulses: ignores second input 12 ticks (0.6 s) after the first (inside the 24 ticks (1.2 s) burst): 3 pulses: ignores second input 16 ticks (0.8 s) after the first (inside the 24 ticks (1.2 s) burst): 6 pulses: adds second input 20 ticks (1 s) after the first (inside the 24 ticks (1.2 s) burst): 6 pulses: adds 6 inputs every 40 ticks (2 s): 18 pulses 6 inputs every 30 ticks (1.5 s): 18 pulses 6 inputs every 20 ticks (1 s): 18 pulses 6 inputs every 16 ticks (0.8 s): 18 pulses 6 inputs every 12 ticks (0.6 s): 9 pulses <- not 6N 6 inputs every 10 ticks (0.5 s): 9 pulses <- not 6N 6 inputs every 8 ticks (0.4 s): 9 pulses <- not 6N 6 inputs every 6 ticks (0.3 s): 6 pulses <- not 6N 6 inputs every 5 ticks (0.25 s): 8 pulses <- not 6N 6 inputs every 4 ticks (0.2 s): 6 pulses <- not 6N
Measurements
| metric | value | what it means |
|---|---|---|
| N | 3 | output pulses per input pulse |
| pulse | 2 ticks (0.1 s) | the length of each output pulse |
| period | 4 ticks (0.2 s) | game ticks from one output pulse's start to the next one's |
| latency | 14 ticks (0.7 s) | game ticks from the input turning on to the first output pulse |
| span | 24 ticks (1.2 s) | game ticks from the first output pulse's start to the last one's end |
| min-pulse | 2 ticks (0.1 s) (the shortest a real input makes) | the shortest input pulse handled correctly (every longer one works too) |
| retrigger | mixed | what a second press during the burst does: ignored, restarts, adds N more, or mixed (depends on when) |
| repeat | 16 ticks (0.8 s) | the fastest presses (one every this many game ticks) that still each give exactly N pulses |
Notes from its designer
One press gives exactly 3 pulses: the press holds two observers face to face for a fixed moment, and they fire at each other 3 times before being pulled apart. Detail: a bulb edge detector (bulb, comparator, observer) and a repeater hold a sticky piston out for a fixed time; the piston pushes an observer face to face with another and they chase (a pulse every 4 ticks) until it retracts
Properties
| Study | Timers and pulse multipliers |
|---|---|
| Kind | Several pulses per press (burst) |
| Blocks placed | 9 (not counting the input levers or buttons and the lamp the view adds) |
| Box | 5×2×3 (30 blocks of space) |
| Made of (the blocks that change state) | comparator, copper bulb, observer, repeater, sticky piston |
| Inputs / outputs | IN (repeater) / OUT |
| Design file | pm-burst3-chase |
The design file
Design file (24 lines)
# Pulses per press: 3 pulses per press · 9 blocks # https://vjeux.github.io/redstonepedia/circuits/pulsemult/pm-burst3-chase.html name: pm-burst3-chase circuit: burst 3 origin: 0 0 -2 port input: 0 1 0 port output: 3 1 -2 palette: S minecraft:stone B minecraft:waxed_copper_bulb[lit=false,powered=false] C minecraft:comparator[facing=west,mode=compare,powered=false] O minecraft:observer[facing=west,powered=false] R minecraft:repeater[delay=4,facing=west,locked=false,powered=false] P minecraft:sticky_piston[extended=false,facing=north] X minecraft:observer[facing=east,powered=false] Y minecraft:observer[facing=west,powered=false] layer 0: . . ..S.S. layer 1: ....X. .....Y .BCORP