![]() Whether the output gets stopped high or low depends on the clock and where in the loop players force it. ![]() In general, forcing the delay loop high eventually stops the clock, but the output may not respond until the current pulse has made its way through the loop. However, there are a number of approaches here, which are discussed in a separate section.Ĭlocks 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. Even with repeaters in use, 1-clock signals are difficult to handle in other circuits, as many components and circuits do not respond in a timely fashion.Ĭreating long clocks (more than a few ticks) can be more difficult, as adding repeaters eventually gets unwieldy. Indeed, torch based rapid pulses can be too fast for repeaters. ![]() There are also special circuits called "rapid pulsers", which produce rapid pulses like a 1 tick clock, but inconsistently due to torches burning out. Using repeaters or pistons allows easy construction of any clock down to 1-clocks, and other devices can also be pressed into service. Using only redstone torches and wire, it is possible to create clocks as short as a 3-clock. For example, a classic 5-clock produces the sequence. The customary name x-clock is derived from half of the period length, which is also usually the pulse width. ![]() 10.6 Simple 3-gametick Piston Clock (G)Ĭlock generators are devices where the output is toggling between on and off constantly. ![]()
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