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BTW: Nice idea with the bridges for the magma trap.
You can see this concept live in action:
The so called "pre toggeled" gears work. And you are right: This violates the principles of signal sending as far as other elements than gears are concerned. Because all other elements have a dedicated state for an on signal an a state for an off signal. But gears just toggle independently from the signal. If they get any signal, the will be disabeled. If the get another signal they will be enabeled again, independant of the type of signal (on/off). And it is 1000 times easyer than the stupid load based logic.
It's just connected to the brook, so the waves are the same as those you can see there representing the flow of the water...
proof of concept (3 tiles wide perfect magma trap) by Kami
Perfect Magma Trap by Kanddak
As long as pathing will find any free space without water one z-level under the river - what is technically the case where the river leaves the site - pathing will not go up again to search for tiles on the same z-level as the river.
This is cool!
I donīt understand. Where could I mean XOR?
I donīt think you can totally avoid it. Maybe it has to do with fluctuations in the speed magma and water is pumped. I have seen moments where magma on the bridge was only 3/7 while water was 7/7. Probably making the magma- and watersupply whider could help. I donīt know if you can build a retracting bridge in the center.. Hmmm, Iīll test it.
How it workes: Bridges donīt give support. The long 5x1 bridges north and south are raised and work as walls. The short 2x1 bridges work as floors. Unter and over the center is a free space of 9x9. so there will be no support in every direction. (Iīm not sure if the obsidin is created on the level of the bridges or water and magma combine one level under it, because the cave-in message is taking you there.) You build the bridges north and south on top of a 5x1 wall, raise the bridge and remove the three wall elements afterwards.
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::shrug:: I guess I didn't need this space after all!