How many ticks are in a minute? I am trying to make a clock that repeated every 30 minutes, I already know how to do it, I just need the tick to minute. Thanks
actually there is a thread somewhere about a super compact 1minute clock. but 1 tick is 0.1 seconds i think so 600 ticks for a minute.
might add a link later for the compact clock
Thanks for answering! I do not need anything for compact clocks (I am taking advantage of falsebook on the server I am on :3) Is there any source of the tick to minute ratio?
You're right though. The tick rate is 20 ticks per second, wich means 10 "redstone ticks" per second.
We're fighting an uphill battle :smile.gif:
He's right. A tick is 1/20th of a second not 1/10th as commonly thought. A single torch delay is two ticks.
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Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
It also used to be quite prevalent that the Earth was flat and that the sun was circling around the Earth.
I'll stick with the 1/20th of a second tick.
Rollback Post to RevisionRollBack
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
package net.minecraft.src;
import java.util.Random;
public class BlockRedstoneRepeater extends Block
{
<cut>
public void updateTick(World world, int i, int j, int k, Random random)
{
<cut>
if(!flag)
{
int i1 = (l & 0xc) >> 2; /* bits 3 and 4 of the repeater metadata */
world.scheduleBlockUpdate(i, j, k, Block.redstoneRepeaterActive.blockID, repeaterState[i1] * 2);
}
}
}
<cut>
private static final int repeaterState[] = {
1, 2, 3, 4
};
<cut>
}
It's being scheduled with a 2 * repeaterState[i1] delay which is 2, 4, 6 or 8 ticks.
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Now that surely is very interesting.
So chaining 10 repeaters, each set to the lowest setting, together would make the signal take exactly 1 second to get to the other side?
That is correct.
Note that this error is being made all over the place, in the majority of the posts and all over the wiki. That is, the naming of a tick. Most people agree that 10 torch delays (or 10 repeaters) equals 1 second.
Support the Allocator! Find my inventions such as my pressure plate removal detector on the About Me page of my profile.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
Anyone know what happens when two out of synch redstone circuits collide?
I did some tests the other day with rapid pulsars. I started two up and hooked one side of each to a piston. Sometimes I could synch up the second piston by just adding a single repeater to the line or just using the other side's output. So the pulsars were on/off at the same time.
By starting/stopping a pulsar a few times and checking the timing I eventually got one that was completely out of sync with the other. So one was on/off and 1 game tick / half a readstone tick later the other one was going on/off. Each pulsar obeyed the normal rules of redstone circuits they just did not start/stop on the same game tick.
Also this machine makes a single game tick pulse on each wire each cycle of the clock: http://www.minecraftforum.net/topic/562800-fastest-piston-clock/. You can use that one pulse on some objects, but to affect redstone objects the pulse needs to be extended by going through a repeater first (pulse becomes visible at that time).
No, it has become too full of smart asses to be understandable.
There are 20 game ticks in one second.
Redstone logic occurs every 2 ticks.
So there are 10 redstone ticks in a second.
When anyone (and by anyone I mean like 85% of the forum (totally made up but probably somewhat accurate)) says "tick" they mean redstone tick, as you don't make devices based on game ticks, but redstone ticks.
And to the guy above me, it equals 1.2 seconds. Two repeaters to full and one to the second setting would equal one second.
Two repeaters both pull back all the way ( don't know the technical term, ticks? Maybe) then that is one second of delay. So you need 120 repeaters to delay for one minuet.
In a second there is 20 game ticks where every thing is processed in a specific order, a redstone tick is 2 game ticks, that means if you set the repeater to 1 tick it is actually 2 game ticks, so 2 redstone ticks is 4 game ticks...
often in redstone we refer to the redstone tick by only tick.
But sometimes the server falls behind so the ticks count in a second will decrease.
YOU MUST BE REDSTONE BECAUSE YOU TURN ME ON!
Thanks for answering! I do not need anything for compact clocks (I am taking advantage of falsebook on the server I am on :3) Is there any source of the tick to minute ratio?
YOU MUST BE REDSTONE BECAUSE YOU TURN ME ON!
We're fighting an uphill battle :smile.gif:
He's right. A tick is 1/20th of a second not 1/10th as commonly thought. A single torch delay is two ticks.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
I'll stick with the 1/20th of a second tick.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
You can't.
It's being scheduled with a 2 * repeaterState[i1] delay which is 2, 4, 6 or 8 ticks.
You set it to either 1, 2, 3 or 4 torch delays.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
That is correct.
Note that this error is being made all over the place, in the majority of the posts and all over the wiki. That is, the naming of a tick. Most people agree that 10 torch delays (or 10 repeaters) equals 1 second.
I'm still looking for more feedback on my configurable Redstone Gate mod. All gates and common circuits (such as e.g. clocks, edge detectors, latches and Flip-Flops) in a single block.
I did some tests the other day with rapid pulsars. I started two up and hooked one side of each to a piston. Sometimes I could synch up the second piston by just adding a single repeater to the line or just using the other side's output. So the pulsars were on/off at the same time.
By starting/stopping a pulsar a few times and checking the timing I eventually got one that was completely out of sync with the other. So one was on/off and 1 game tick / half a readstone tick later the other one was going on/off. Each pulsar obeyed the normal rules of redstone circuits they just did not start/stop on the same game tick.
Also this machine makes a single game tick pulse on each wire each cycle of the clock: http://www.minecraftforum.net/topic/562800-fastest-piston-clock/. You can use that one pulse on some objects, but to affect redstone objects the pulse needs to be extended by going through a repeater first (pulse becomes visible at that time).
This was of Beta v1.7.3, I have no clue now.
No, it has become too full of smart asses to be understandable.
There are 20 game ticks in one second.
Redstone logic occurs every 2 ticks.
So there are 10 redstone ticks in a second.
When anyone (and by anyone I mean like 85% of the forum (totally made up but probably somewhat accurate)) says "tick" they mean redstone tick, as you don't make devices based on game ticks, but redstone ticks.
And to the guy above me, it equals 1.2 seconds. Two repeaters to full and one to the second setting would equal one second.
Actually, a "redstone tick" is 11 normal Minecraft ticks. So if you want ticks in normal redstone, there are 660 "redstone ticks" in a minute.
Two repeaters both pull back all the way ( don't know the technical term, ticks? Maybe) then that is one second of delay. So you need 120 repeaters to delay for one minuet.
Here is simple math:
a=game ticks
b=solution
x=seconds past
y=redstone ticks
z=solution
a*x=b
y*x=z
20x per second is the interval of time minecraft calls a "tick"
A tick is actually not 100% of the time 1/20th of a second. nor even 10%
Tick is a relevant term to identify a temporal length of time in which a function can be processed or something can occur.
At its core the term tick is actually the most inaccurate way of keeping time.
It moves time to a hearsay realm.
Minecraft repeating command blocks say they support 20 ticks per second. 1200 ticks per minute.
One second delay could be achieved with an item, a dispenser, and a pressure plate.
In a second there is 20 game ticks where every thing is processed in a specific order, a redstone tick is 2 game ticks, that means if you set the repeater to 1 tick it is actually 2 game ticks, so 2 redstone ticks is 4 game ticks...
often in redstone we refer to the redstone tick by only tick.
But sometimes the server falls behind so the ticks count in a second will decrease.
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