Showing 31 of 31 terms • Sorted A to Z
Assembly Language
The lowest level programming language possible for a specific computer. This can often be translated directly into binary (machine code).
Barrel Shifter
+7 more aliases
**BSH / Barrel Shifter**: A device capable of shifting a binary value by any number of bits left or right, which allows a processor to quickly multiply or divide numbers by powers of 2. **Logical ...
BCD
Binary Coded Decimal - A format for representing decimal numbers with binary, where each digit is 4 bits long. Example: 123 in BCD -> 0001 0010 0011
Bus
A wire or collection of wires which transfer data from one place to another
Cache
+5 more aliases
High speed memory in a device strategically used to reduce read and write times by only storing a part of the memory at once. D-cache: Used to store data from the RAM I-cache or P-cache: Used to s...
Combinational
+1 more alias
No memory or state. The output is the result of the input alone. For example, an adder is combinational. For a given input, it will always produce the same output.
Content Addressable Memory
+1 more alias
A form of memory which searches several registers for a specific value, and returns the location of that value. i.e. if a CAM holds the values 5, 4, 9 and 6, an input of "4" will give an output cor...
D-Latch
A latch with two inputs: One for data and one for clock. When clock is pulsed, the state of the latch is set to the data. Very commonly implemented with a locked repeater and is used in registers...
Data sizes
+7 more aliases
Guide to data storage sizes: **Bit**: The smallest unit of data, representing a 0 or a 1 in binary. Abbreviated as b **Nibble**: One hexadecimal "digit," representing either **4 bits** or the 16 ...
Display Buffer
+2 more aliases
A buffer for displays which allows a device to write to a display without the new data being instantly shown on the display. This allows full frames to be written to a screen at once. SR-latch buf...
Hard Power
+1 more alias
Two different ways of powering blocks which allow signals to travel through blocks. Hard power - Created when powering a block with a repeater, comparator, torch, observers, levers, pressure plate...
Harvard Architecture
+2 more aliases
Three main categories for architectures, each with a different way of organizing instruction and data memory. Harvard: The program memory is a ROM (does not change), and is completely separate fro...
Hex
+1 more alias
The Base 16 number system. In minecraft, this term is synonymous with signal strength because there are 16 signal strength values (0-15).
Instruction Set Architecture
+1 more alias
Describes how each instruction for a specific computer architecture is built. It shows which bits in an instruction are allocated to each operand, as well as which instructions are implemented into...
Latency
The time it takes from input to output.
LSB
+1 more alias
LSB: The least significant bit, the bit that has the least value in a binary value. This bit can be used to determine a numbers parity. In binary, all even numbers have an LSB or 0, and all odd n...
MCHPRS
+1 more alias
A specialized server which allows computational redstone to run at tens of thousands of times its regular speed. However, some components do not work in this server such as pistons, observers and d...
MSB
+2 more aliases
MSB: The most significant bit, the bit that has the most value in a binary value. In twos complement, this bit is 1 when the number is negative and 0 otherwise. As such, it is sometimes called the...
NIMPLY gate
A logic gate equivalent to A and (not B), commonly used in redstone since it describes a comparator on subtract mode (the back input is A, and the side input is B)
One-hot
+1 more alias
Refers to one bit of a binary string being active at a time. Examples: 00001000, 1000000, 000100
Queue
+1 more alias
FIFO: A data structure where the first input is outputted first (FIFO, First in first out). For example, when the numbers 1, 2, 3, 4 are inputted in that order, they are outputted in the same orde...
Register file
+2 more aliases
Register: A series of d-latches (repeater locks) that holds one binary value. A register has a data input, a write wire (which when pulsed, sets the value in the register to the input) and a read w...
Sequential
+1 more alias
Includes memory or state. The output is the result of the input AND a memory element. For example, a counter is sequential. When the "count" input is pressed, the output depends on what is already ...
Serial
Refers to a form of data transfer where less wires are used to transfer more data: Each bit is sent one after the other. One wire can be used to transfer an infinite amount of data. Typical speeds...
Spaghetti
+2 more aliases
A messy assortment of wires that is unpleasing to look at; somewhat resembles spaghetti.
SR Latch
+1 more alias
A latch made typically out of two NOR gates pointing into each other, with two inputs, Set and Reset, and typically two outputs, Q and Q' (not Q). Pulsing the "set" sets Q to 1, and Q' to 0 Pulsin...
Stack
+2 more aliases
LIFO: A data structure where the last input is outputted first (LIFO, Last in first out). For example, when the numbers 1, 2, 3, 4 are inputted in that order, they are outputted in the reverse ord...
Sync
+1 more alias
Sync: All input values take the same amount of time to reach the output, no matter the input. Desync: The opposite of sync: There is a possibility some input combinations take longer to process tha...
Throughput
+3 more aliases
The time it takes before a circuit is ready for another input. For example: If a circuit can accept a new input every 2 ticks, you may see this written as "2 tick pipelinable", or "5 hz" (5 per se...
Tick
+2 more aliases
Different units of time used in Minecraft redstone. Normally, the game runs at 20 game ticks per second (this can be changed by lag or using the /tick command). Therefore, a **game tick is general...
Twos Complement
+3 more aliases
A format for representing both positive and negative numbers in binary that allows addition to work as expected. Example: 1001 (-7) + 0101 (5) = 1110 (-2) Learn more: https://www.geeksforgeeks.org...
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Tick

Updated Feb 15, 2026
Alias: Redstone tickAlias: Game tick
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Definition

Different units of time used in Minecraft redstone.

Normally, the game runs at 20 game ticks per second (this can be changed by lag or using the /tick command). Therefore, a game tick is generally defined as 1/20th of a second, or 50 milliseconds.

A redstone tick is two game ticks. This isn't technically defined in the game's code, however many components used in computational redstone have even game tick delays, which makes this unit useful. A redstone tick is defined as 1/10th of a second, or 100 milliseconds.

In the context of computational redstone, when referring to a "tick," you generally refer to redstone ticks.

Referenced By

Referenced codes
ADD002ADD003ADD004ADD005ADD006ADD007ADD009ADD010MULTIPY001MULTIPY002DIVIDE001SQRT002ENCODE001ENCODE002ENCODE003ENCODE004DECODE001DECODE002DECODE003DECODE004OTHERCOMB001OTHERCOMB002OTHERCOMB003OTHERCOMB004OTHERCOMB006OTHERCOMB009OTHERSEQ002CHARDISPLAY001BINTOHEX001BINTOHEX002HEXTOBIN001HEXTOBIN002BINTOBCD003FLIPSWAP001FLIPSWAP002CROSSWIRE001CROSSWIRE002ROM002SORT001SORT002HEX001HEX002HEX003HEX004
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