> For the complete documentation index, see [llms.txt](https://docs.onelitefeather.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.onelitefeather.net/antiredstoneclock-remastered/how-to-guides/tune-how-quickly-a-clock-is-detected.md).

# Tune how quickly a clock is detected

Raise the threshold so that a fast farm is left alone, or lower it so that a slow clock is still caught.

**Before you start:** none.

1. Decide how many triggers a block may produce before it counts as a clock, and set it:

   ```
   /arcm feature clock maxCount 400
   ```
2. Decide how long a block stays under observation before its counter is forgotten, in seconds, and set it:

   ```
   /arcm feature clock endDelay 120
   ```

Both commands save and reload the configuration themselves.

A block is reported when it reaches `clock.maxCount` triggers **within** `clock.endDelay` seconds. Raising `maxCount` or lowering `endDelay` makes detection less eager; doing the opposite makes it catch slower clocks.

## Check it worked

Run the farm that was being caught. With a high enough `maxCount` it now keeps running, while an observer clock — which triggers far faster — is still detected within seconds.

## If it does not work

Blocks already under observation keep the counter they had. Break and replace the farm's trigger block, or restart the server, to measure again from zero.

See also: [Configuration reference](/antiredstoneclock-remastered/reference/configuration.md) for `clock.maxCount` and `clock.endDelay` · [How detection works](/antiredstoneclock-remastered/background/how-detection-works.md)


---

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