COMMON CIRCUITS
Essential redstone circuits, clocks, pulse shapers, memory cells, and logic building blocks.
Clock Circuits
Circuits that produce repeating pulses at regular intervals.
Repeater Clock
A loop of repeaters that circulates a signal pulse endlessly. The clock period equals the sum of all repeater delays in the loop. Simple to build and adjust.
3 materials neededHopper Clock
Two hoppers facing each other with items bouncing between them. A comparator reads the item count to generate a signal. Clock period depends on the number of items.
5 materials neededObserver Clock
Two observers facing each other create the fastest possible clock. Each observer detects the other's state change, causing infinite rapid toggling at 1 game tick per pulse.
1 material neededComparator Clock
A comparator in subtract mode creates a decrementing signal loop. The signal decreases by the side input each cycle, wrapping around for a repeating pattern.
4 materials neededPulse Circuits
Circuits that modify pulse length, detect edges, or shape signals.
Edge Detector
Converts a sustained signal into a brief pulse at the moment the signal turns on (rising edge) or off (falling edge). Essential for triggering actions exactly once per state change.
3 materials neededPulse Extender
Takes a short input pulse and extends it to a longer output duration. Uses repeater chains, comparator loops, or sticky pistons to hold the signal for a set time.
3 materials neededPulse Limiter (Shortener)
Takes a long input signal and shortens it to a specific pulse length. Useful for converting lever toggles into brief pulses or limiting piston extension time.
3 materials neededMonostable Circuit
Produces exactly one output pulse of a fixed duration regardless of how long the input is held. Combines pulse limiting and edge detection for reliable single-shot behavior.
4 materials neededMemory Circuits
Circuits that store and recall binary states.
RS Latch (RS NOR Latch)
A 1-bit memory cell with Set and Reset inputs. Pulsing Set turns the output ON and it stays ON. Pulsing Reset turns it OFF. The most basic memory circuit in redstone.
3 materials neededT Flip-Flop (Toggle)
Toggles its output state with each input pulse. Press once = ON, press again = OFF. Converts any momentary pulse (button) into a toggle switch behavior.
5 materials neededD Latch (Data Latch)
Stores a single bit. Has a Data input and an Enable input. When Enable is ON, the output follows the Data input. When Enable goes OFF, the output freezes at its current state.
4 materials neededMemory Cell (Addressable)
A circuit that stores a value and can be written to or read from using address/control signals. Multiple cells form a register or RAM. Foundation for redstone computers.
5 materials neededLogic Circuits
Advanced logic and arithmetic circuits for complex builds.
Binary Counter
Counts input pulses in binary. Each T flip-flop represents one bit. The first flip-flop toggles every pulse, the second every 2 pulses, etc. Can count up to 2^n - 1.
3 materials neededMultiplexer (MUX)
Selects one of several input signals and routes it to a single output, based on a select signal. A 2-to-1 MUX has 2 data inputs and 1 select line. Essential for bus routing.
4 materials neededBinary Decoder
Converts a binary input into one-of-N output lines. A 2-bit decoder has 4 outputs, exactly one is active for each input combination. Used for memory addressing and display driving.
4 materials needed