Minecraft – How to connect a field of pressure plates to a single output

minecraft-java-editionminecraft-redstone

I have a large flat area covered in pressure plates (30×70) and I was wondering how I might wire them from beneath to detect if a mob or object has touched ANY of them. I guess I could cope with a few deadzones, but preferably the whole grid should fire an output.
Is this even possible?
Thanks,
YM

EDIT: Ideally the system should be expandable to even larger areas.

Best Answer

Step 1:

Place Redstone under each block that will have a pressure plate on it.

enter image description here

The Blue Wool represent ground level. That's where the pressure plates will go. I didn't make mine 70 blocks long because I got lazy and the design works the same for any length. I'll cover width limitations at the end.

Step 2:

Cover the area with Pressure Plates. If mob detection is your goal, use Stone Pressure Plates. If you want to detect any entity, use Wooden Pressure Plates.

Step 3:

Place repeaters along both long edges of your area. After each Repeater, place another Redstone.

enter image description here

As you can see, the Creeper activates the Redstone under the Pressure Plates causing the Repeaters within 15 blocks to activate. Were he to go too far from these repeaters, the repeaters on the opposite side would activate.

Step 4:

To ensure your output signal can make it to wherever you want it, you're going to need a few more repeaters. To be safe, I recommend putting an additional repeater every 15 blocks as shown below.

enter image description here

This will ensure that there is always a repeater within 15 blocks of the original signal. These repeaters are where you want to take your output. Wire them together as you see fit, keeping in mind that distances over 15 blocks will require more repeaters.

Limitations

Width: Since Redstone signal can travel 15 blocks from a power source, 30 blocks wide is exactly the limit on this design. If you want wider than that, your going to have to deal with deadzones.