Redstonery
Redstonery › Tick timings
Reference

Redstone tick timings, measured

Every delay in Java Edition redstone, in game ticks and seconds, read from the 26.2 game code and confirmed in the simulator against a real server. The game runs 20 game ticks a second; a redstone tick is two game ticks.

ComponentGame ticksSecondsDetail
Redstone dust00Dust updates in the same game tick as its source. It carries a signal 15 blocks and loses one strength level per block; the 16th block reads 0.
Repeater, setting 1 to 42, 4, 6, 80.1 to 0.4The delay is the setting times two game ticks. A repeater also restores the signal to 15.
Comparator20.1One redstone tick, in both compare and subtract mode.
Redstone torch20.1A torch changes two game ticks after the block it stands on changes. More than 8 changes inside 60 game ticks burn it out; it rests for 160 game ticks before it checks again.
Redstone lamp turning on00A lamp lights in the same tick it is powered.
Redstone lamp turning off40.2A lamp stays lit four game ticks after its power is gone. This is why a lamp is a poor instrument for a fast clock.
Stone button201Wooden buttons stay pressed 30 game ticks (1.5 s).
Stone or wooden pressure plate release201The plate checks again 20 game ticks after you step off. Weighted (gold and iron) plates check after 10.
Observer pulse2 on, after 20.1An observer notices a change, waits two game ticks, then outputs a two game tick pulse.
Hopper transfer80.4One item every eight game ticks, so 2.5 items a second. A powered hopper is locked: it neither pushes nor pulls.
Tripwire hook100.5The hook re-checks its line ten game ticks after it fires.
Fresh circuit flash20.1A torch change notifies blocks two out before dust settles, so a circuit you just placed can flash once. It is the game, not a bug in the build.
Target block8 or 200.4 or 1Powered for 8 game ticks when hit by most projectiles, 20 when hit by an arrow.

Ticks to seconds

Divide game ticks by 20. Multiply redstone ticks by 2 first, then divide by 20. A repeater on setting 4 is 4 redstone ticks, 8 game ticks, 0.4 seconds. A 20 game tick clock period is one second, a 12 game tick torch clock period is 0.6 seconds. The simulator prints game ticks everywhere, so a number on the screen never needs converting.

How delays add up

A signal through a lever, three dust, a repeater on 2 and a lamp: the lever and dust are instant, the repeater adds 4 game ticks, the lamp lights the same tick it is powered, so the lamp lights 4 ticks after the flip. Turn the lever off and the lamp goes dark 4 ticks after the repeater releases, 8 ticks after the flip. Open the repeater circuit and step it to watch exactly that.

Clock periods you get for free

Pulse widths