I need help creating a contraption that basically when you give it a pulse it will turn on fast and then stay on for thirty seconds and then turn off. I know i could use about 70 repeaters but thats messy and it takes 30 seconds for it to turn on aswell as turn off which i don't want. I want it to turn on fast and then turn off after thirty seconds. Does anyone know if thats possible?
It didn't work at first because the redstone that powers the command block also powers the hopper so it just stays in there and doesn't go on to the next one so i just moved the command block. Also is there a way to clear the "inventory" of a hopper? And is that 128 game ticks or redstone ticks?
I understand how it works but if u run redstone into a block, the block will then output redstone out of its 6 sides so it activates the hopper which then disables it. It doesn't matter tho i got it to work for the most part. I just need to know how many {TransferCooldown:???} in a second. Thanks a lot!
it is 20 times your delay in seconds, 1 second = 20 Redstone ticks
20 game ticks per second, not redstone ticks.
1 redstone tick = 2 game ticks, so there are 10 redstone ticks per second, lag permitting. But redstone ticks are irrelevant to the TransferCooldown tag which just uses game ticks.
There are no actual redstone ticks in the game, there are only game ticks, so all entity tags that measure time do it in game ticks (but commands designed for users sometimes use more convenient units of time). We started using the term "redstone tick" years ago when redstone torches first came out and we needed to talk about their timing before we actually knew how many game ticks they use to turn on and off.
If 20 ticks = 1 second then 60 ticks should = 3 seconds but when i tested it out it felt more like 6 seconds which led me to believe that 1 second = 10 ticks so i tested it out and put 30 ticks and it felt like 3 seconds BUT when i put 300 ticks it took around 15 seconds and now im just really confused.
nah man i got what i asked for i just need to know how many ticks in a second because when i put 60 ticks - which should be 3 seconds - it lasted for 6 seconds so im not really sure.
Sorry, the reason I suggested looking at the wiki is because I can't tell what's going on with the circuit above with that weird texture pack. There seems like there's too much going on there, so something might be interfering with the expected timing.
Here's a simple cooldown pulse extender which gives me exactly the timing I expect: 1 second per 20 ticks.
The dropper and hopper are facing each other. Put a single item in the dropper. Powering the command block pushes the item into the hopper and simultaneously changes its TransferCooldown tag.
Another strategy to consider is summoning an item entity onto a pressure plate with an Age tag which will cause it to despawn after the desired time.
Wow thanks thats way smaller than the design i used. so i just need to add another command block before the first one with /summon Item x y z. Thanks
EDIT: There a problem in your design in which the hopper activates the comparator when an item is dropped in it. I can fix this by adding to more hoppers but i think that would make the delay longer.
The pressure plate strategy is completely different than the hopper cooldown strategy.
In the circuit above, you don't need to summon an item into the hopper, the required item is always stored in the dropper (which gets activated when the the adjacent solid block, the command block, gets powered). If you summon items into the hopper, the dropper will eventually fill up and the hopper won't be able to push items out anymore.
You can put a furnace on top of the hopper to prevent accidentally dropping an item in the hopper, like you would for any hopper circuit.
20 game ticks per second, not redstone ticks.
1 redstone tick = 2 game ticks, so there are 10 redstone ticks per second, lag permitting. But redstone ticks are irrelevant to the TransferCooldown tag which just uses game ticks.
There are no actual redstone ticks in the game, there are only game ticks, so all entity tags that measure time do it in game ticks (but commands designed for users sometimes use more convenient units of time). We started using the term "redstone tick" years ago when redstone torches first came out and we needed to talk about their timing before we actually knew how many game ticks they use to turn on and off.
Here's a simple cooldown pulse extender which gives me exactly the timing I expect: 1 second per 20 ticks.
The dropper and hopper are facing each other. Put a single item in the dropper. Powering the command block pushes the item into the hopper and simultaneously changes its TransferCooldown tag.
Another strategy to consider is summoning an item entity onto a pressure plate with an Age tag which will cause it to despawn after the desired time.
EDIT: There a problem in your design in which the hopper activates the comparator when an item is dropped in it. I can fix this by adding to more hoppers but i think that would make the delay longer.
In the circuit above, you don't need to summon an item into the hopper, the required item is always stored in the dropper (which gets activated when the the adjacent solid block, the command block, gets powered). If you summon items into the hopper, the dropper will eventually fill up and the hopper won't be able to push items out anymore.
You can put a furnace on top of the hopper to prevent accidentally dropping an item in the hopper, like you would for any hopper circuit.