So i was messing around in my test world and i found out how to create a super long timer using T-Flip Flops (expect for one model) Basically you hook up a 5 minute timer and have the output go though a line of T-Flip Flops, each output going into next one. Every time you add a Flip Flop your time doubles! Here is some pictures to help you understand. Keep in mind, this is a proof of concept and will most likely change later.
My First Model, (40 mins timer)
Better View
My Next model. 5 and 1/2 hours! (be sure to replace the glass blocks with solid blocks)
As you can see you can really get a lot of minutes in a small area. bad thing is it is in increments and the i have not came up with a way to reset it once it reaches the end but i will work on it. The increments are { 5,10,20,40,80,160,320.640...etc) Obviously this idea can be used for lot's of things, most helpful would perhaps be a mob system timer. I hope you like it and if you have an suggestions let me know.
This is a well-trod subject. If you want a super-long clock, build a large racetrack clock and chain TFFs onto the end, ad nauseum. For reasonably-sized clocks, racetracks give you a much longer delay in the same space when compared to reed clocks, daylight sensors, and the like. Normal item clocks would run out of items long before the long count had ticked once.
We tried to figure out how long of a clock you could fit in a single chunk, and it was 10^lots times the age of the universe.
Any good simple formulas for calculating the delay of such contraptions?
A clock composed of several clocks ANDed together is known as a "racetrack clock". The period of a racetrack clock is the least common multiple of the periods of the constituent clocks, or "racetracks". When those periods are pairwise coprime (i.e. no two periods share a common factor greater than 1), this is the same as the product of the periods. For instance, a {15, 16} clock has a period of 240 ticks, but a {24, 16} clock would have a period of only 48 ticks.
Without counting what? Without counting the periods of the constituent clocks? Can't be done, even approximately. Without computing the LCM? Use a pairwise coprime set of periods for the constituent clocks. Without figuring out if that set is pairwise coprime? Use all prime numbers for the periods, or powers of distinct primes.
My First Model, (40 mins timer)
Better View
My Next model. 5 and 1/2 hours! (be sure to replace the glass blocks with solid blocks)
As you can see you can really get a lot of minutes in a small area. bad thing is it is in increments and the i have not came up with a way to reset it once it reaches the end but i will work on it. The increments are { 5,10,20,40,80,160,320.640...etc) Obviously this idea can be used for lot's of things, most helpful would perhaps be a mob system timer. I hope you like it and if you have an suggestions let me know.
But cool.
Maybe make a youtube video tutorial on how to build these new timers.
We tried to figure out how long of a clock you could fit in a single chunk, and it was 10^lots times the age of the universe.
A clock composed of several clocks ANDed together is known as a "racetrack clock". The period of a racetrack clock is the least common multiple of the periods of the constituent clocks, or "racetracks". When those periods are pairwise coprime (i.e. no two periods share a common factor greater than 1), this is the same as the product of the periods. For instance, a {15, 16} clock has a period of 240 ticks, but a {24, 16} clock would have a period of only 48 ticks.