Does anyone know a way to set up a relatively compact 1 or 2 minute timer? I know you can do the 5 minute timer by using a dispenser spitting an item on a pressure plate, but I need something a little shorter, while keeping the simplicity.
I saw a video on how to make a 1 minute timer by making an arrow land on a pressure plate but it didn't seem to work.
Any other suggestions, besides a million repeaters?
Two common solutions are 2 or more racetracks (pulses around separate repeater loops) to an 'and' gate. using some math you can time when they sync up to be 60 seconds.
I prefer a long pulse (basically a clock) -> rising edge detector -> binary counter.
60 seconds = 600 ticks.
600 ticks = 150 repeaters.
Setup like a clock with a pulse limiter you could get a pulse every minute with ~75 repeaters (account for a torch in your repeater loop).
Hook that up to say a 3 bit binary counter and you could reduce your loop to about 11 repeaters.
A 2 bit counter might fit better to balance the size of the counter with the number of repeaters needed.
You can use a dispenser firing an item into a certain amount of cobwebs and falling onto a pressure plate to get the delay. Or, if you need a reusable one, use a minecart falling through cobwebs. I think it's 15-20 seconds per cobwebs, but I'm not certain.
Cobwebs + minecarts is probably the simplest to set up.
If you don't have access to cobwebs though here is the counter based system i mentioned:
A 2 bit counter has 4 states. So to get to 600 ticks we need a pulse every 150 ticks. An edge detector on a long pulse length clock will give us that with just 75 ticks in the clock (on for 75 ticks, off 75 ticks).
75 ticks / 4 per repeater = 18 and 3/4 repeaters. Since we have one torch in the clock we should have 18 full delay repeaters and one at 2 ticks and the one torch adds a tick.
The 4 states of the counter will be:
0 = 0 - 15 seconds
1 = 15 - 30 seconds
2 = 30 - 45 seconds
3 = 45 - 60 seconds
Falling edge detector on the counters output of 3 would give you a pulse every 60 seconds. The counter auto loops back to 0 from 3, so you don't have to reset it. The counter shown is a little slow to carry ahead, so i would not add too many bits using this design.
Extending this further with just that 15 second clock every bit you add to the counter doubles what you can count to. So 3 bit = 2 minutes, 4 bit = 4 minutes, 5 bit = 8 minutes. Each bit using this counter is about 3x3, so you can customize what you time to pretty easily.
If you wanted to time out a full hour you might do double the clock length from 18 3/4 to 37 1/2 repeaters and use a 7 bit counter. They will be roughly equal in size added and let you count from 30 seconds to a little over an hour.
Simple. Use five adjacent five minute timers, but release the items out of sync one minute after the next. That way one of the timers will send out a signal every minute.
You might want to stack the timers vertically so they all remain within the same chunk. That way you don't need to worry about some of the timers' chunks becoming unloaded while others remain loaded, ruining the one minute spacing between item decay times.
Two common solutions are 2 or more racetracks (pulses around separate repeater loops) to an 'and' gate. using some math you can time when they sync up to be 60 seconds.
I prefer a long pulse (basically a clock) -> rising edge detector -> binary counter.
60 seconds = 600 ticks.
600 ticks = 150 repeaters.
Setup like a clock with a pulse limiter you could get a pulse every minute with ~75 repeaters (account for a torch in your repeater loop).
Hook that up to say a 3 bit binary counter and you could reduce your loop to about 11 repeaters.
A 2 bit counter might fit better to balance the size of the counter with the number of repeaters needed.
I tried what you did, it didn't seem to work for me. But I'm trying to make it as simple as possible, something that can easily be done on survival mode, that's my goal here, haha.
You can use a dispenser firing an item into a certain amount of cobwebs and falling onto a pressure plate to get the delay. Or, if you need a reusable one, use a minecart falling through cobwebs. I think it's 15-20 seconds per cobwebs, but I'm not certain.
Well, yeah, but you can't actually get spiderwebs in the game but I'm trying to make this so its easily possible to do in survival mode, haha.
Simple. Use five adjacent five minute timers, but release the items out of sync one minute after the next. That way one of the timers will send out a signal every minute.
You might want to stack the timers vertically so they all remain within the same chunk. That way you don't need to worry about some of the timers' chunks becoming unloaded while others remain loaded, ruining the one minute spacing between item decay times.
You can do it manually. Use a stopwatch and activate each machine one minute after the last. Once the machines are started they can continue indefinitely.
You can do it manually. Use a stopwatch and activate each machine one minute after the last. Once the machines are started they can continue indefinitely.
Ah, I think I know what you're getting at. But I need to do it 20 times.
This'll be a pain in the ass -.- haha.
Perhaps a minecart on soul sand? I think you can alternate 3 powered rails with 1 block of soul sand and it will go though the block alright. Never tested this though.
this is porbably the simplest and easiest 1 minute timer.
it requires you to manually start it and takes five minutes to do so but after that it takes care of it's self.
it does have a slight problem with every so often it will be just a few seconds fast but it really just depends on how you time it.
you can probably figure out how it's set up. if not shoot me a pm.
Why do you need to do it 20 times? If you just want a one minute pulse you only have to do it 5 times.
And if you use a reed clock instead of a dispenser clock, it'll never need to be refilled or restarted.
I'm trying to make a clock, but I want to be able to come up with a simplistic design where it wouldn't be too difficult to make in survival.
Since there are 20 minutes in a minecraft day, I need to have it so one gets triggered, then turns off a minute later, but triggers another one, 20 times.
What is difficult to make in survival? Are you trying to avoid pistons, avoid repeaters, or what?
Another way to count is a ring counter or shift register.
A piston ring counter uses just normal pistons. You could have a short clock say 3 seconds (would only take 4 repeaters). The clock pulses the seconds ring counter every 3 seconds. Every 20 pulses on the seconds ring a pulse could be generated to the minute ring.
Your typical piston ring counter does not reset quickly, so that might be an issue.
What is difficult to make in survival? Are you trying to avoid pistons, avoid repeaters, or what?
Another way to count is a ring counter or shift register.
A piston ring counter uses just normal pistons. You could have a short clock say 3 seconds (would only take 4 repeaters). The clock pulses the seconds ring counter every 3 seconds. Every 20 pulses on the seconds ring a pulse could be generated to the minute ring.
Your typical piston ring counter does not reset quickly, so that might be an issue.
Mainly, I'm looking for the most compact way to go about this. Least resource-intensive. I'm not trying to exclude pistons or anything, but in general, most people don't have 150 repeaters laying around, and if they do, I doubt they'd really have much space for it, haha. I'm just looking for the most simplistic way to go about setting this up. Using 150 repeaters would work but would be absolutely enormous and resource costly, so I'm trying to avoid that.
And I'm not sure what you mean, I'm not familiar with ring counters.
If you are looking for a really compact solution, I suggest you give a look at this.
I like some of those. Like the arrow one.
But I've discovered a new problem: I need it to be resettable.
Basically, here's what I'm making:
I'm making a clock (like, a "time clock" not a redstone clock), and of course, I'm trying to do it in a very compact manner. But I also want to hook it up to a bed bud switch, so that way it resets when you sleep. The problem with things like the arrow one are that they depend on an item despawning which basically means it's impossible to reset, as far as I know.
EDIT: Nevermind! It can be reset! I think this is my solution!
Press the button, it resets it. I can just replace that button with a bud switch and voila!
Thank you so much man.
This isn't very compact, but I've been experimenting with powered minecarts and detector rails. A powered minecart moves at a pace of 200 meters per minute. So if you could set up a circuit of cart tracks(with one detector rail) that is 200 meters long, you would have a 1 minute timer. The minecart should be able to make 3 circuits without needing more fuel.
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I've been a Minecraft player since Beta 1.7, still my favorite game!
Twitter: @EvanLange7737
I saw a video on how to make a 1 minute timer by making an arrow land on a pressure plate but it didn't seem to work.
Any other suggestions, besides a million repeaters?
Two common solutions are 2 or more racetracks (pulses around separate repeater loops) to an 'and' gate. using some math you can time when they sync up to be 60 seconds.
I prefer a long pulse (basically a clock) -> rising edge detector -> binary counter.
60 seconds = 600 ticks.
600 ticks = 150 repeaters.
Setup like a clock with a pulse limiter you could get a pulse every minute with ~75 repeaters (account for a torch in your repeater loop).
Hook that up to say a 3 bit binary counter and you could reduce your loop to about 11 repeaters.
A 2 bit counter might fit better to balance the size of the counter with the number of repeaters needed.
If you don't have access to cobwebs though here is the counter based system i mentioned:
A 2 bit counter has 4 states. So to get to 600 ticks we need a pulse every 150 ticks. An edge detector on a long pulse length clock will give us that with just 75 ticks in the clock (on for 75 ticks, off 75 ticks).
75 ticks / 4 per repeater = 18 and 3/4 repeaters. Since we have one torch in the clock we should have 18 full delay repeaters and one at 2 ticks and the one torch adds a tick.
The 4 states of the counter will be:
0 = 0 - 15 seconds
1 = 15 - 30 seconds
2 = 30 - 45 seconds
3 = 45 - 60 seconds
Falling edge detector on the counters output of 3 would give you a pulse every 60 seconds. The counter auto loops back to 0 from 3, so you don't have to reset it. The counter shown is a little slow to carry ahead, so i would not add too many bits using this design.
Extending this further with just that 15 second clock every bit you add to the counter doubles what you can count to. So 3 bit = 2 minutes, 4 bit = 4 minutes, 5 bit = 8 minutes. Each bit using this counter is about 3x3, so you can customize what you time to pretty easily.
If you wanted to time out a full hour you might do double the clock length from 18 3/4 to 37 1/2 repeaters and use a 7 bit counter. They will be roughly equal in size added and let you count from 30 seconds to a little over an hour.
You might want to stack the timers vertically so they all remain within the same chunk. That way you don't need to worry about some of the timers' chunks becoming unloaded while others remain loaded, ruining the one minute spacing between item decay times.
I tried what you did, it didn't seem to work for me. But I'm trying to make it as simple as possible, something that can easily be done on survival mode, that's my goal here, haha.
Well, yeah, but you can't actually get spiderwebs in the game but I'm trying to make this so its easily possible to do in survival mode, haha.
But how would you space the times, then?
You can do it manually. Use a stopwatch and activate each machine one minute after the last. Once the machines are started they can continue indefinitely.
Ah, I think I know what you're getting at. But I need to do it 20 times.
This'll be a pain in the ass -.- haha.
Why do you need to do it 20 times? If you just want a one minute pulse you only have to do it 5 times.
And if you use a reed clock instead of a dispenser clock, it'll never need to be refilled or restarted.
this is porbably the simplest and easiest 1 minute timer.
it requires you to manually start it and takes five minutes to do so but after that it takes care of it's self.
it does have a slight problem with every so often it will be just a few seconds fast but it really just depends on how you time it.
you can probably figure out how it's set up. if not shoot me a pm.
I'm trying to make a clock, but I want to be able to come up with a simplistic design where it wouldn't be too difficult to make in survival.
Since there are 20 minutes in a minecraft day, I need to have it so one gets triggered, then turns off a minute later, but triggers another one, 20 times.
Another way to count is a ring counter or shift register.
A piston ring counter uses just normal pistons. You could have a short clock say 3 seconds (would only take 4 repeaters). The clock pulses the seconds ring counter every 3 seconds. Every 20 pulses on the seconds ring a pulse could be generated to the minute ring.
Your typical piston ring counter does not reset quickly, so that might be an issue.
Mainly, I'm looking for the most compact way to go about this. Least resource-intensive. I'm not trying to exclude pistons or anything, but in general, most people don't have 150 repeaters laying around, and if they do, I doubt they'd really have much space for it, haha. I'm just looking for the most simplistic way to go about setting this up. Using 150 repeaters would work but would be absolutely enormous and resource costly, so I'm trying to avoid that.
And I'm not sure what you mean, I'm not familiar with ring counters.
I like some of those. Like the arrow one.
But I've discovered a new problem: I need it to be resettable.
Basically, here's what I'm making:
I'm making a clock (like, a "time clock" not a redstone clock), and of course, I'm trying to do it in a very compact manner. But I also want to hook it up to a bed bud switch, so that way it resets when you sleep. The problem with things like the arrow one are that they depend on an item despawning which basically means it's impossible to reset, as far as I know.
EDIT: Nevermind! It can be reset! I think this is my solution!
Press the button, it resets it. I can just replace that button with a bud switch and voila!
Thank you so much man.
Twitter: @EvanLange7737