Tutorials/Repeater reboot system

Overview
This page is designed as an aid for people who run continuous redstone circuits. These methods work best on small circuits that run in loops, i.e. 4/5 clocks.

The Problem
Currently, there is a rule (hopefully glitch) involving redstone repeaters. In SSP, when you save and exit, and then come back, any repeaters that were running in a continuous circuit will freeze. A block directly next to the repeater must be "updated" to jump start your circuit. This also appears to happen in SMP if the chunk is unloaded from memory.

Automatic Repeater Reboot
This method uses a small circular track with a pressure track and powered rails. The rails must always be powered. The pressure track should be next to some redstone going to the side of the repeater. When the cart will hit the rails, it will fire the redstone signal and launch the repeater.

Manual reboot using torch
By far the simplest method, an easy way to jump start a repeater is to have a torch next to it. Let's try making a 4-clock to test (screenshots pending).

The circuit
First, find (or make!) a small flat space, maybe 3x3. Place a block in one corner, and attach a redstone torch to one of the sides facing into the space. Place a wire so that it picks up the current from the torch. Attach a redstone repeater to the wire, and set the repeater to 4 ticks. Attach wire from the output end of the repeater to the block with the torch. Place a wire on top of the block with the torch. You now have a 4 clock. It should be continuously running, making the torch flash on and off.

The reboot
The reboot is quite simple. Place a REGULAR torch next to the repeater. Save and exit, and when you come back the circuit will be frozen. To jump start it, destroy the torch. The forced block update will toggle the state of the repeater and keep it running. Then add a new torch. Whenever you come back, break the old torch and add another.

Automatic/Piston
This method is more automatic than the torch system, and therefore more redstone intensive. But hey! Who doesn't want another excuse to use pistons?

The piston rebooter
Reconstruct the 4-clock from 3.1.1. Once that is finished, choose a nearby location and place a block. Put a button on the block. Over by the clock, dig a 1x1x1 hole next to the repeater (preferably on the outside of the circuit) and put a piston face up in side it. Run wire from your button to the piston. Then, save and exit. Come back, and press the button. The piston will extend into the block of air next to the repeater, forcing it to toggle state and jump start the circuit. (NOTE: the more repeaters in the clock, the more pistons are required. Also, do not let the wire for the pistons and the clock cross!)

A much easier way to do this is to place a lever directly adjacent to the repeater. Simply flip it to jump-start your circuit.