Clock Tower Minecraft

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Contents.Introduction are devices where the output is toggling between on and off constantly. The customary name x-clock is derived from half of the period length, which is also usually the pulse width. For example, a classic 5-clock will produce the sequence. On the output.Using only redstone torches and wire, it is possible to create clocks as short as a 4-clock, sometimes by exploiting glitches. Using repeaters or pistons allows easy construction of any clock down to 1-clocks, and other devices can also be pressed into service. There are also special circuits called 'rapid pulsers', which produce rapid pulses like a 1 tick clock, but inconsistently due to torches burning out.

Leave a LIKE if you enjoyed this redstone video! Today I show you how to build a fully functioning clock tower in Minecraft! This thing works perfectly, and allows you to tell the time from an.

Indeed, torch based rapid pulses can be too fast for repeaters. Even with repeaters in use, 1-clock signals are difficult to handle in other circuits, as many components and circuits will not respond in a timely fashion.Creating long clocks (more than a few ticks) can be more difficult, as adding repeaters will eventually get unwieldy. However, there are a number of approaches here, which are discussed in a separate section.Clocks without an explicit toggle can often have one retrofitted, by wiring a lever or other switch to the controlling block of an inverter, or even to a redstone loop. In general, forcing the delay loop high will eventually stop the clock, but the output may not respond until the current pulse has made its way through the loop. Whether the output will be stopped high or low depends on the clock and where in the loop players force it. Another option is to use a lever-controlled piston to open or close one of those loops, using either a solid block to transmit power, or a block of redstone to supply it.While it isn't much discussed in the circuit builds below, there is one extra concept which is occasionally important: Phase.

The phase of a running clock is the point it has reached in its cycle. For example, at one moment a 5 clock might be 3 ticks into its ON phase, 4 ticks later, it will be 2 ticks into its OFF phase.

A long-period clock might be noted as 2 minutes past the start of its ON phase. The exact beginning of a cycle depends on the clock, but it is usually the start of either the OFF phase or the ON phase. For most cases, phase doesn't matter very much, in that they just need pulses every 7 ticks or whatever.

However, in-game computing circuits are more demanding, and if they are doing a daily clock, they should care whether the on phase is day or night.Torch clock Rapid pulsar. View at: Redundancy can be used to maintain a 1-clock, even as the torches burn out; the result is the so-called 'Rapid Pulsar' (designs X, Y and (vertical) Z). However, the signal may not be consistent.Device R creates energy in an irregular sequence. It is a variant of the 'Rapid Pulsar' design shown above, except that each torch pulses in an irregular pseudo-random pattern as each torch coming on turns the other three (and itself) off. Occasionally torches will burn out for a few seconds (until reset by a block update), during which time other torches blink. As of version 1.5.1, this is likely to favor one pair of torches, such as the east and west torches, which will blink while the others stay dark. Output can be taken anywhere on the circuit.Although 'pulser' is the correct spelling for any general circuit which produces pulses, the traditional spelling of a clock circuit created from short-circuited redstone torches is 'rapid pulsar'.

The basic torch pulser is the oldest clock circuit in Minecraft, simply an odd number of inverters (NOT gates) joined in a loop. The design has been mostly replaced by repeaters, but still works. Design A shows a 5-clock, which is the shortest clock that can easily be made this way. Its pulse length can be extended by adding pairs of torches and/or. Repeaters can be added into the loop, or can replace any pair of inverters. Adding repeaters also allows even-numbered clocks such as a 10-clock. The total interval will be 'NOT gate count' + 'repeater total delay'.

Repeater Loop 1-Clock – The torch and block of redstone can be removed after the clock is running. 2×3×2 (12 block volume) flat, silent clock output: 1 tick on, 1 tick off The simplest repeater clock is simply two repeaters connected with redstone dust in a loop. The tricky part is introducing a 1-tick pulse into the loop. If the pulse is too long, the repeaters will both be permanently powered and the only way to fix it will be to break and then fix the circuit. A simple solution to this is to use a lever; flipping it on and then off 1 tick later.

The most common method seems to be to place a redstone torch next to the clock, then quickly break it. This may take several attempts to do correctly, requiring the clock be broken and fixed between attempts. A more reliable method (shown right) is to place the torch on a powered block (a block of redstone, or any block powered by another torch or other power source) – the torch will be on when placed, but will turn off 1 tick later because it's attached to a powered block.

The torch and powered block can then be removed, but stopping the clock later will still require breaking it. Variations: The dust in front of the repeaters can be replaced with blocks to save on redstone. Additional repeaters can be added to the loop, increasing the clock period. As long as all the repeaters are kept to a 1-tick delay, the pulse will remain only 1 tick long no matter how many repeaters are added. If the delay is increased on any of the repeaters, the pulse length will increase to match the longest repeater delay. Switchable Repeater Loop 1-Clock – The piston is sticky. 3×4×2 (24 block volume) flat, silent (while running) clock output: 1 tick on, 1 tick off This repeater loop can be switched on and off, by moving a block to complete or break the circuit loop.

How it works: When the lever turns on (t = 0 redstone ticks), the sticky piston begins to extend. At t=1, the torch turns off, but the left repeater stays powered for 1 more tick. At t=1.5, the piston finishes extending and the moved block gets powered by the left repeater. At t=2, the left repeater turns off. At t=2.5, the right repeater begins to output the power passed to it by the block.

From here on, it just continues as a 1-clock until the lever is turned off, breaking the loop. Repeater Loop 10 Hz Clock 3×4×2 (24 block volume) flat, silent clock output: 1 tick on, 0 ticks off This clock produces a 10 Hz clock signal (10 activations per second) consisting of 1-tick on-pulses separated by 0-tick off-pulses (the off-pulse exists, but it is replaced by an on-pulse in the same game tick). Start the clock with a 1-tick pulse (for example, by placing a torch on a powered block).

Stop the clock by breaking a piece of redstone dust. Alternatively, the switchable method described above may be used. A 10 Hz clock runs too fast for some redstone components to respond to. And can handle the rapid activation., and will produce sounds as if being activated and deactivated that quickly, but will appear and act as if constantly activated.

Pistons will act as if constantly activated, but the 0-tick off-pulses will produce the flickering appearance of a deactivated piston overlapping the activated piston. Other redstone components will simply act as if constantly powered. Torch-repeater clock. A compact torch-repeater clock, set to three ticksSince the introduction of the repeater, the torch-loop clocks have been generally replaced with torch-repeater loops. In these clocks, most of the delay comes from repeaters, with a single torch to provide oscillation. Such clocks can't be shorter than a 3-clock (or the torch burns out), but they can be extended almost indefinitely (subject to space and material limits). However, once the loop reaches 9-16 repeaters (delays of 36-64 ticks), a or can increase the period more cheaply (and compactly) than adding huge numbers of repeaters.) These examples are all (R+1)-clocks where R is the total repeater delay (that is, they spend R+1 ticks OFF, then the same time ON.

All have at least one potential input that will turn the clock OFF within half a cycle (after any current ON-phase passes the output). (Feeding an ON signal into the output will also stop the clock, but of course the output will then be high.) When the power turns off, the clock will automatically restart.

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View at: Design D is a tiny vertical clock, a compressed form of E, that can output a 3, 4, or 5-tick cycle.Earliest Known Publication: June 30, 2011The period will be the repeater's delay plus 1, but the repeater must be set to at least 2 ticks or the torch will burn out. This circuit is formally 1×3×3, but is most commonly built as a 'V' on the ground, and can easily be buried entirely. A lever on, or redstone signal to, any of the four solid blocks can stop the clock. The torch will be forced 'off', while the dust will be lit.

Output can be taken almost anywhere, with a few exceptions:. The blocks 'crosswise' from the redstone dust (pistons work, but dust or a repeater is likely to jam the clock). The block under the repeater (a repeater or piston next to it will be out-of-phase, and dust won't light). Output from the dust side will be reverse phase. Subtraction 1-Clock 2×2×2 (8 block volume) flat, silent clock output: 1 tick on, 1 tick off A subtraction 1-clock toggles on and off every tick.

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It uses a in subtraction mode, with the output feeding to the comparator's side input. When the comparator first receives full power, it outputs strength 15 to the block in front of it, which passes the same signal strength to the dust next to it. The signal strength then declines by 1 (to 14) as it moves to the dust next to the comparator.

In the next tick, the comparator subtracts 14 from its 15 input to output only signal strength 1. This is enough to barely power the block and the dust next to the block, but isn't strong enough to reach back to the dust next to the comparator, so on the next tick the comparator subtracts 0 from its input and the cycle starts again. Inline Subtraction 1-Clock2×3×2 (12 block volume) Only the redstone dust next to the comparator will actually toggle between on and off — the comparator, the block in front of it, and the dust next to the block only toggle between signal strength 15 and 1. Add additional dust lines to these points to take output from them and allow the signal strength to decline to at least 14 and 0. A subtraction clock doesn't require full power for input — it will work even with an input strength as small as 2. Variations: Players can use any full container as the 'input' if a power source would be inconvenient in that location (such as right next to the output).

Earliest Known Publication: February 9, 2013. Subtraction N-Clock 2×3×2 (12 block volume) flat, silent clock output: 2-5 ticks on, 2-5 ticks off With the repeater set to a 1-tick delay, this is a 2-clock (2 ticks on, 2 ticks off). Increase the repeater delay to slow the clock down, or even add additional repeaters. If the input strength is higher than 1, the block behind the repeater can be replaced with redstone dust; if higher than 2, the block in front of the comparator can also be replaced with redstone dust.

Output can be taken from anywhere as long as the dot of redstone dust can power the block behind the repeater. Fader 9-Pulser 1×4×4, 1-wide, silent clock output: 1 tick on, 8 ticks off When the input turns off, the redstone torch initially 'charges' the fader loop at signal strength 15.

There's only one comparator in the loop so each cycle through the loop takes only 1 tick, and the signal strength declines by 2 each time through the loop, so the fader loop will stay charged for 8 ticks. The redstone torch then turns on for only one tick because it short-circuits itself (the torch won't burn-out because it's held off most of the time by the fader circuit). Fader 29-Pulser 2×4×2, flat, silent clock output: 2 ticks on, 27 ticks off When the input turns off, the redstone torch initially 'charges' the fader loop at signal strength 14 at the dust next to the block (the signal strength declined by 1 getting there from the torch). There are two comparators in the loop so each cycle takes 2 ticks, and the signal strength declines by 1 each time through the loop, so the fader loop will stay charged for 28 ticks.

One tick later, the redstone torch turns back on, re-powering the fader loop (it stays on for 2 ticks so it overlaps the fader loop's on time by one tick). Hopper-Loop Clock – 1×3×2 (6 block volume), 1-wide, flat, silent clock output: 4 ticks on, 4 ticks off clock period: 8 ticks This clock just bounces an item back and forth between the two hoppers every 4 ticks.

This clock runs while the input is off, and turns its clock signal output off when the input turns on. Technically, the pulse is only 3.5 ticks long (and 4.5 ticks off), but for most purposes this can be treated as a simple 4-clock. Variations: Another comparator can be added to the other hopper to get another clock signal inverted from the other.

N-Hopper-Loop Clock – Shown: 4-Hopper-Loop Clock. 2×(N/2+1)×2 (2×N+4 block volume), flat, silent clock output: 4 ticks on, 4×N-4 ticks off clock period: 4×N ticks An n-hopper-loop clock consists of a loop of hoppers moving a single item around which occasionally powers a comparator output. This clock runs while the input is off, and turns its clock signal output off when the input turns on. The clock period will be N × 0.4 seconds, where N is the number of hoppers.

Variations: Other comparators can be added to the other hoppers to get other clock signals out-of-phase with each other. Multi-item hopper clock Items Required for Common Clock Periods20 seconds50 items1 minute150 items (2 stack + 22 items)2 minutes300 items (4 stacks + 44 items)A multi-item hopper clock achieves longer clock periods by using multiple items in the hoppers, and using a latch to keep the items flowing first one way then the other (rather than just bouncing back and forth between two hoppers).For most of the multi-item hopper clocks, see the Items Required for Useful Clock Periods table (right). Ethonian Hopper Clock – Both pistons are sticky.

2×6×2 (24 block volume) flat clock period: 8 ticks to 256 seconds (4m16s) When the items finish moving in one direction, the empty hopper's comparator turns off, allowing the associated sticky piston to pull the block of redstone to the other hopper, reversing the direction of item movement. The movement of the block of redstone also updates the other sticky piston (which has been powered for a while) causing it to extend and prevent the first sticky piston from extending again when its comparator turns back on. Powering the hoppers will freeze the clock. Powering one of the blocks or the redstone dust will allow the clock to finish its current cycle before halting.

With a single item in the hoppers, the clock has a period of 7.5 ticks (0.75 seconds). Each additional item adds 8 ticks (0.8 seconds) to the clock period. There are a number of useful outputs from this clock:.

Clock: A regular on/off clock signal can be taken from one position of the block of redstone. The signal will last for half the clock period.

Cycle Off-Pulse: Either block faced by a comparator stays powered most of the time, but will turn off for 3.5 ticks every full cycle (but at half-cycle intervals from each other). Sethbling's Hopper Clock – 6×6×2 (72 block volume) flat, silent clock period: 1.6 seconds to 512 seconds (8m32s) A loop of hoppers with multiple items, where each hopper prevents the next hopper from pushing items further until the previous hopper has emptied. This clock can create a clock signal twice as long as the other multi-item hopper clocks.

However, in less space players could build a with a clock period hundreds of times longer. Variations: The 'simplified' version uses slightly fewer resources, by simply replacing the repeaters with blocks. The 'amputated' version (two 'arms' have been removed) only goes up to 256 seconds, but is one-third the size. Multiplicative Hopper Clock 5×6×2 (60 block volume) flat clock period: up to 45 hours The repeaters in the middle keep the bottom hopper clock from transferring items except for the brief period when the top hopper clock reverses direction. Thus, the bottom hopper clock will transfer 1 item every time the top hopper clock completes a full cycle (except when the bottom clock reverses direction, when the bottom clock transfers an item after only half a cycle).

The bottom clock will have a clock period of X × (2Y - 1) × 0.8 seconds, where X is the number of items in the top clock and Y is the number of items in the bottom clock (both max. Multiplicative Hopper-Dropper Clock – 5×6×2 (60 block volume) flat clock period: up to 81.9 hours (3.4 real-life days) The top part is a regular.

Once per cycle, the block of redstone will move left and activate both of the droppers in the second stage (the left dropper is powered directly, while the right dropper is activated because it's next to a powered block: the left dropper). The block of redstone in the second stage ensures that only one dropper will actually push an item, forcing the items to move in one direction until the block of redstone moves. The dropper clock multiplier will have a clock period of X × Y × 1.6 seconds, where X is the number of items in the hoppers (max. 320 items) and Y is the number of items in the droppers (max. Items Required for Useful Clock PeriodsPeriodHoppersDroppers10 minutes75520 minutes751030 minutes75151 hour225102 hours300153 hours225306 hours3004512 hours3009024 hours30018048 hours30036072 hours300540. 3-Stage Vertical MHDC — 72 block volume, clock period up to 10.7 years Variations: The most compact version of this circuit (2×6×4 = 48 block volume) can be achieved by moving the first stage above the second stage, and rotated 180°, with a single piece of redstone on one of the droppers. Each additional dropper stage should be rotated 180° to the one above.

Each additional dropper stage can multiply the previous stage's clock period by up to 1,152 (twice the number of items a dropper can hold). Adding just one additional dropper stage increases the maximum clock period to over 10 years. In practice, this may only be needed for clock periods measured in weeks or months (longer than the 2-stage version can provide), generally on servers.

Multiplicative Hopper-Latch Clock 4×5×3 (60 block volume) silent clock period: up to 81.9 hours (3.4 real-life days) The MHLC uses for each stage, replacing the top hoppers in the secondary stage with droppers, and connecting the stages with a comparator to pulse the secondary stage. The MHLC uses the same number of items as the for the same clock periods, with a similar volume, but is silent. Variations: Each additional dropper stage can multiply the previous stage's clock period by up to 1,152 (twice the number of items a dropper can hold). Dropper Despawn ClockAdditional blocks are required on each side of the pressure plate. The dropper is filled with items. 3×3×2 (18 block volume) clock output: 5 minutes off, 3-7 ticks on Start the clock by turning off the input.

The torch will turn on, the dropper will drop an item on the pressure plate turning the torch off. After 5 minutes, the item will despawn (disappear) and the pressure plate will deactivate, allowing the torch to turn on, causing the dropper to eject another item onto the pressure plate. If completely filled with items, the dropper will need to be re-filled every 48 hours, or continually supplied with items from a hopper pipe.

Two chickens constrained above a hopper can keep a dropper despawn clock supplied with eggs indefinitely. Variations: Longer clock periods can be achieved by chaining multiple despawn clocks together, so that each torch triggers the next dropper instead of its own.

When chaining multiple despawn clocks, the dropper must be placed so that it is activated only by the previous torch and not the previous pressure plate. A dispenser can also be used, instead of a dropper, but is slightly more resource-expensive (and not advised with use of eggs).

Note: These circuits use which cannot be obtained legitimately in mode. These circuits are intended for server ops and adventure map builds.A setblock clock works by replacing a block of redstone or a redstone torch repeatedly with a command block activated by the it places.

A / command takes 0.5 ticks to place a block, so these clocks are capable of producing 20 0-tick pulse per second. Only, and other can activate that rapidly – other and powered by a setblock clock will usually pulse only 5 times per second (like a 1-clock), while comparators may activate once and then stay on or not activate at all.To prevent the destroyed blocks from dropping items use / doTileDrops false.

To prevent the clock from spamming the chat use / commandBlockOutput false. To prevent the clock from spamming the server log use / logAdminCommands false.Both of these clocks will begin running as soon as they're built. To turn them off, activate the command block setting the block of redstone from a secondary source. To turn them back on, remove the source of secondary activation and replace the block of redstone.Setblock Clock. Silent Setblock Clock 1×1×3 (3 block volume) 1-wide, silent clock output: 0-tick pulse every 0.5 ticks.

Command block 'R' should have the following command: setblock -1 redstoneblock. Command block 'S' should have the following command: setblock 1 stone (or any other solid opaque block which won't cause light updates when replacing the block of redstone). Variations: The command blocks and block of redstone can be configured in any way that the block of redstone can power both command blocks simultaneously, but command block 'S' executes before command block 'R' (command blocks which are powered simultaneously activate from lowest coordinate to highest coordinate on each axis).