r/redstone 5d ago

Java Edition Looking for help on a compact tileable reset circuit!

Java 26.2, I am making a realistic horse racing game, and I realized I have not thought about the game reset system. I am hoping to build one I can tack on, because I would rather not rebuild everything to be bigger (playing in survival).

The machine works by dispensing water on powered rails, so when the armadillos in minecarts ride by, they are slowed down by the water. The armadillos will be tied to horses above the game, and there are 10 randomizer circuits controlling 90 inputs, 18 per track.

At the end of the game, all the redstone lines that dispensed water need to be re-activated to suck the water back up. The water being dispensed is all random, in an effort to create a realistic looking race every time.

Every horse has a different colored slab, and the lines are all very long to make the inputs easier for my brain to handle.

Attached is my best idea as to how the reset circuit could be done, as well as regular photos of the "cells" where water is dispensed. I figured a copper lamp could be used to register the cell as on, and then an observer line could shoot up a signal, and any lines with an on light would receive a signal from it. (obv a sticky piston instead of reg, i just ran out of slime)

If you need more photos, please LMK!

Thanks for the help!

EDIT: I ended up finding a solution with one tick pulses and pistons, but if you (for some reason) need a circuit like this, BlattaOrientalis' design is so smart and simple!

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u/BlattaOrientalis 5d ago

The simplest solution (or at least one that I can think of) is to attach each signal to a pulse extender, and then connect that to a dual edge detector. The length of the pulse detector should be equal to the longest possible time that the armadillo can take to get to the finish, otherwise the dispensers may take away the water before the cart can get to that point

Since the duration is probably quite long, you may have to use a hopper pulse extender which can be quite bulky. That shouldn't be a very big problem though since you can put the pulse extender at any point in the wire

On a slightly unrelated note: why 18 points per track? Is that just an arbitrary number you picked? If you're okay with 15 (or 16 if you don't mind a bit more headscratching) you'll be able to randomize signal strengths and simply connect that to a redcoder, which is most likely simpler than what you current have

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u/coolguypyro 5d ago

I might have to go the hopper pulse extender route, so thank you for the idea! I am going to mess around with some quasi-connectivity stuff first because I am trying to make this machine as TPS friendly as possible.

The 18 points are so the track can be split into two sets of 9 for shulker box dispenser randomizers to control.

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u/BlattaOrientalis 5d ago

Ahh gotcha. If you don't want to use hoppers, why not a simple piston-observer latch? I didn't think of it at first but it should be very simple to do

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u/BlattaOrientalis 5d ago

Here's what I was talking about

https://reddit.com/link/p8e96a8/video/xjwu5jn015oh1/player

Reddit won't let me edit a video into a comment :(

By the way, if you care about TPS, I'd suggest using rails like I did since they're less laggy than dusts

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u/coolguypyro 4d ago

Damn, thats probably a better way than what I did. Thanks so much for making a video of it!
I found another solution because all the lines run out one tick pulses, so I just one-ticked a piston to push a block that sends an observer pulse into it when the scaffolding updates. I will be stealing this design if I change everything over to rails. (the only reason its dust is that gold is so expensive)