In circuits not using pseudo-random 'dice-roll' type randomizers (i.e. a fast clock that the player stops to produce a random state), is the output state always the same for the same input state?

1 Answer 1



Load up this schematic using MCEdit.

enter image description hereIt is a block transporter, pressing the button triggers the pistons to transport the block horizontally.

Sometimes, the block will traverse the entire system:

enter image description here

Sometimes it will stop at a random point some way along.

enter image description here

  • It is supposed to be deterministic, however sometimes the map can't keep up with the redstone due to inefficiencies in the code and block update order. This is especially bad in multiplayer.
    – Resorath
    May 31, 2012 at 22:29
  • 1
    Agreed. I'll upvote if you give some more explanation about how redstone is usually deterministic, and what might cause failure to occur. May 31, 2012 at 23:59
  • Would delaying the system more cause systems like this to be more efficient and less likely to fail?
    – agweber
    Jul 3, 2012 at 3:44
  • @agweber Possibly, I timed this machine so that every tick counts, a single blip and it'll fail - and clearly those blips do happen!
    – fredley
    Jul 3, 2012 at 8:29

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