How to Convert Redstone Ticks to Seconds
A redstone tick is two game ticks. Mixing the two is why a build runs at half or double the speed you intended.
Two units, and they're a factor of two apart
| Unit | Length |
|---|---|
| Game tick | 0.05 s — there are 20 a second |
| Redstone tick | 2 game ticks = 0.1 s |
| Repeater, setting 1 | 1 redstone tick = 0.1 s |
| Repeater, setting 4 | 4 redstone ticks = 0.4 s |
Repeaters are configured in redstone ticks. Commands and most technical documentation use game ticks. That mismatch is the usual reason a build runs at half or double the intended speed — and it's easy to fall into, because the two sources you're reading disagree without saying so.
Your details
A repeater has four settings, 1 to 4 redstone ticks. Right-click cycles them.
Comparators, observers, torch burnout and anything else with its own timing.
Used for the working-backwards figures below.
Result
Redstone ticks x 2 gives game ticks; game ticks ÷ 20 gives seconds.
- In redstone ticks
- 16
- In game ticksThe unit commands and most technical documentation use.
- 32
- Pulses a minute
- 37.5
- Items an hour at that rateAn UPPER BOUND - it assumes the mechanism never jams, misses or runs dry.
- 2,250
- Repeaters at full delay for your targetEach repeater at setting 4 holds 0.4 s. This is how many whole ones fit.
- 7
- Set the last repeater toThe remainder after the full-delay repeaters. Zero means the target lands exactly on whole repeaters.
- 2
Open the Redstone Timing Calculator on its own page to bookmark or share it.
The arithmetic is exact and fixed by the engine, not measured:
seconds = redstone ticks × 2 ÷ 20
redstone ticks = seconds × 20 ÷ 2
Working backwards to a target
This is the useful direction. You rarely want to know what four repeaters give you — you want a 3-second delay and need to know what to place.
Repeaters at full delay for your target and Set the last repeater to answer that together. For 3 seconds:
- 3 s = 30 redstone ticks
- Seven repeaters at setting 4 = 28
- Leaving 2 — so an eighth repeater on setting 2 finishes it exactly
A leftover of 0 means your target lands neatly on full-delay repeaters and needs no partial one. Ask for 2.8 seconds and that's exactly what happens: 28 ticks, seven repeaters, nothing left over.
20 ticks a second is a target, not a promise
A server or client under load runs below 20 tps, and everything redstone slows in proportion. A clock calculated at exactly 3 seconds runs longer when the tick rate drops.
That matters most for anything you're counting per hour. It also means a farm that seems to underperform may be reporting the server's health rather than a fault in your design — worth checking the tick rate before rebuilding anything.
Count the whole loop
The tool calculates the delay along the chain you describe. If your clock sends a signal round a circuit and back, the period is the entire round trip.
Enter half and every rate figure comes out at double what you'll actually observe.
That mistake is consistent enough to be diagnostic: if a clock runs at exactly half your predicted rate, you almost certainly counted one direction of a two-way loop. Check that before suspecting anything more interesting.
Not everything is a repeater
Comparators, observers, droppers and torch chains all carry their own timings, which is what Other delay in the chain is for. Torch burnout — the basis of several older clock designs — works on a different principle entirely.
Measure an unfamiliar component in a test build rather than trusting a remembered figure. Several changed across versions, and a number that was right three years ago may not be.
Items per hour is a ceiling
Items an hour at that rate assumes the mechanism fires on every pulse and never jams, misses or runs dry. No real farm manages that — hoppers back up, mobs fail to spawn, items take time to travel, chunks unload.
Use it as a ceiling to measure against. If your farm produces well under it, the gap says something is limiting the mechanism rather than the clock, and that's usually the more productive thing to tune.
Long delays need a different design
A one-minute delay is 600 redstone ticks — 150 repeaters at full setting. That's a lot of space and a lot of chunk to keep loaded.
Longer intervals are normally built with hopper clocks, where items moving between hoppers set the period, or with comparator-based designs. The arithmetic here still applies: convert whatever the timing components are into redstone ticks, and the seconds follow.
Free tool
Redstone Timing CalculatorRepeater delays into real seconds - and back again, so you can build the delay you actually want instead of guessing at repeaters.
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