You should be able to get the output pulse (it'll be inverted) from the wire on the right. You can stop the clock by keeping powered one hopper in both of the hopper clocks, you should probably turn it on after the dispensers have fired then back off after the trapdoors have opened. 300 * 10 = 3000, so the second hopper clock should activate after 20 minutes. Then the first hopper clock needs to activate 300 times to activate the second hopper clock and get the output. Then 300 items in the second hopper clock: If you put 10 items in the first hopper clock like this: The second hopper clock can only transfer an item when the first hopper clock activates. You can also change the strength of the redstone pulse and turn off certain sides so that they do not pulse. The length of the pulse is configurable, as well as the delay between pulses. You give them 1 item and they trade it back and forth. My favorite (although it's expensive so it's more a creative mode clock) is 2 hoppers pointed at each other. However unlike a simple redstone torch a clock circuit provides an alternating on/off pattern of power. This means that the wait you want is the same time that it would take 3000 items to transfer.Ī single hopper clock only works with up to 320 items, but are able to chain multiple hopper clocks together to multiply the delay: Redstone Clock: the redstone clock can be configured to send out a redstone pulse on a timer from any (or all) of its 6 sides. A 'redstone clock' is a piece of a circuit that is a power supply. In 20 minutes there are 24000 game ticks, and an item takes 8 game ticks to transfer from one hopper to another. You could accomplish this with 2 hopper clocks chained together.
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