Hello everyone. I'm more or less brand new to StarMade and I've been really enjoying playing around with logic. Recently I've been working on a circuit using a binary counter made with a clock and a string of flip flops to replace delay blocks for particularly long delays and I plan to eventually use it for more complicated sequences once I find an application.
Here's a simple version of the circuit:
In this case it just turns on the stack of lights when the counter hits 20 (so approximately 10 seconds) and then resets counter to start the cycle over producing a short pulse every 10 seconds.
The problem I've been running into is that the counter is producing junk signals. In the example without the delay block coming out of the final AND the counter will reset well before it ever reaches 20, or will simply hang at 10 and no longer advance.
When feeding the AND block into another flip flop with the intent to produce a 10 second on 10 second off cycle the lights will pulse in an odd pattern. Again a delay block after the AND was invaluable in removing the junk signals, although in this case it produces a half second delay that needs to be accounted for by moving the triggering input to 19.
So as of right now the final version of the test circuit uses a delay after every flip flop to remove the rest of the pulses. The same caveat about adjusting which out puts are chosen aside this works well and has yet to produce any unexpected results. The extra blocks are a shame but it's still a significant savings over using delay blocks, breaking even around a 10 second delay or so if my math is right.
Anyone have any suggestions on how I could improve this? Specifically either by reducing the block count or eliminating the half second delay on start up?
Here's a simple version of the circuit:

In this case it just turns on the stack of lights when the counter hits 20 (so approximately 10 seconds) and then resets counter to start the cycle over producing a short pulse every 10 seconds.
The problem I've been running into is that the counter is producing junk signals. In the example without the delay block coming out of the final AND the counter will reset well before it ever reaches 20, or will simply hang at 10 and no longer advance.
When feeding the AND block into another flip flop with the intent to produce a 10 second on 10 second off cycle the lights will pulse in an odd pattern. Again a delay block after the AND was invaluable in removing the junk signals, although in this case it produces a half second delay that needs to be accounted for by moving the triggering input to 19.

So as of right now the final version of the test circuit uses a delay after every flip flop to remove the rest of the pulses. The same caveat about adjusting which out puts are chosen aside this works well and has yet to produce any unexpected results. The extra blocks are a shame but it's still a significant savings over using delay blocks, breaking even around a 10 second delay or so if my math is right.

Anyone have any suggestions on how I could improve this? Specifically either by reducing the block count or eliminating the half second delay on start up?