Redstone Timing Sheet
20 game ticks a second. A redstone tick is two of them. A repeater is 1 to 4 redstone ticks.
BFCBrilliance · bfcbrilliance.com/tools/minecraft-redstone-clock-calculator
The units
- 1 second
- 20 game ticks
- 1 game tick
- 0.05 s
- 1 redstone tick
- 2 game ticks = 0.1 s
- Repeater setting 1
- 1 rt = 0.1 s
- Repeater setting 4
- 4 rt = 0.4 s
- Seconds from redstone ticks
- rt x 2 ÷ 20
- Redstone ticks from seconds
- seconds x 20 ÷ 2
- ⚠ 20 tps is the TARGET
- lag slows everything in proportion
- ⚠ A loop
- count the whole round trip
Common delays
| Target | Redstone ticks | Repeaters at 4 | Last one set to |
|---|---|---|---|
This build
- Build
- Repeaters
- Delay each
- Other delay
- REDSTONE TICKS
- GAME TICKS
- SECONDS
- Pulses/min
- Items per pulse
- ITEMS/HOUR (ceiling)
- Measured items/hour
Before trusting the timing
- Units checked - game ticks or redstone ticks?
- Whole loop counted, not half
- Comparators, observers and torches added to the extra field
- Unfamiliar components measured in a test build, not remembered
- Target delay worked backwards to repeaters plus a remainder
- Tick rate checked if timings do not match - lag slows everything
- Items/hour treated as a ceiling, not a prediction
- Real output measured and compared against it
Half speed usually means half a loop
If a clock runs at exactly half the rate you calculated, you almost certainly entered one direction of a circuit the signal travels twice. Count the full round trip. The doubling is consistent enough that it is worth checking first, before suspecting anything more interesting.
The rate is a ceiling, not a promise
20 ticks a second is the target, and a loaded server or client runs below it - redstone slows in proportion. A farm producing under its calculated rate may be reporting the server's health rather than a fault in the design, so check the tick rate before rebuilding anything.