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Repeater chain
Hopper clock
Two hoppers pointing into each other with a comparator reading one of them. The items drain across at one every 8 ticks, so a stack of 64 is 25.6 seconds a side. Anything over 320 items needs more than one stack and the extra slots change nothing about the speed.
Game ticks and redstone ticks
The game ticks 20 times a second and that is the only clock it has. A "redstone tick" is a convention: the 2 game ticks a repeater adds per notch. Every delay on this page is in game ticks because that is what the code schedules, and every number comes from the class named next to it in the table above.
A few delays surprise people. A dispenser and a dropper have no delay at all: the 4-tick value in their code only resets their "triggered" state and does not slow the shot. A redstone lamp lights the tick it is powered but waits 4 ticks before it goes dark, which is why a lamp on a fast clock looks on more than off. A sculk sensor is busy for 40 ticks a hit, 30 active plus a 10 tick cooldown, so it cannot react faster than twice a second.
Sizing a clock
For anything under a couple of seconds, repeaters are the simplest clock: the loop's period is the sum of its notches, 2 game ticks each. For longer timings a hopper clock is cheaper and exact, because every item in the loop adds 8 game ticks to each side, so 25 items is a 10 second side and 150 is a minute. Past 64 items the clock needs more than one stack in the hopper, which works fine. A repeater chain for a minute would need 150 repeaters, which is why nobody builds one.
Frequently Asked Questions
How long is a redstone tick?
Two game ticks, which is 0.1 seconds. The game runs 20 ticks a second and a repeater adds 2 game ticks per notch, so the notches, one to four, are one to four redstone ticks. Most redstone guides count in redstone ticks for that reason; the game itself only ever schedules game ticks.
How many repeaters do I need for a 1 second delay?
Three: two at 4 and one at 2. Four notches is 8 game ticks (0.4 s), so 1 second is 20 game ticks, which is 4 + 4 + 2 notches. The calculator's repeater panel does this for any delay and lists the fewest repeaters that add up to it.
How fast does a hopper move items?
One item every 8 game ticks, 2.5 items a second, so a full stack of 64 takes 25.6 seconds. That is HopperBlockEntity.MOVE_ITEM_SPEED in the game code and it is the whole basis of a hopper clock: a half cycle is 8 game ticks per item in the loop.
How do I make a hopper clock with a specific timing?
Point two hoppers into each other, put a comparator against one of them, and drop items in. The signal flips each time all the items have crossed, so the number of items sets the timing: items times 8 game ticks a side. For a 10 second side you need 25 items; for a minute, 150. Type the seconds you want into the calculator and it gives the item count.
Why does my redstone torch burn out?
A torch that toggles 8 times within 60 game ticks (3 seconds) burns out and stays off for 160 game ticks (8 seconds) before it restarts. Fast clocks built from torches hit that limit; use a repeater, comparator or observer clock instead, none of which burn out.
What is the delay of an observer?
An observer fires 2 game ticks after it sees a change and its pulse lasts 2 game ticks, so an observer line passes a signal along at one redstone tick per block.
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