Set the timer to 104 minutes

00:00:00

Online timer for 104 minutes

Starting the sheep through the Canterbury station for a second run means you already know where the first attempt lost time. Set 104 minutes while the mob is moving, then use the opening stretch to settle the lead animals and check that the drafting gate is clear. The repeated window gives the job another boundary without pretending every mob will travel at the same pace.

While the mob works through the yards, the countdown can sit in a background tab as you move between the race and gate. It may continue there while the browser remains active, though the alert can be delayed if the device sleeps. Closing the tab removes the signal entirely, which could leave the sheep transfer running beyond the boundary you expected.

When the second run is interrupted by the alert, pause at a safe break in the flow instead of stepping away mid-movement. Note whether the remaining sheep are settled, bunched at a gate, or still approaching from the paddock, then resume from that point. If the mob finishes early, use the spare interval to secure gates and confirm the yards are clear; if it runs late, restart only for the unfinished section.

Common questions

What could make the Canterbury sheep transfer take longer than the set window?

A larger mob, a blocked race, unsettled animals, or a strong Canterbury nor’wester can slow movement through the station. Treat the alert as a checkpoint and continue calmly if sheep remain in the yards.

What should happen if the sheep finish moving before the set window ends?

Stop the countdown once the last animals are safely through. The remaining time can be used to latch gates, check the drafting area, and make sure no sheep have been left behind.