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Editing User:Larix/MPL/2

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Since bridges really are treated like normal (all-direction) track by the game in their lowered/extended position and also overwrite the track features of the tile below, a retracting bridge over a flat tile of non-track floor can also change the behaviour of a minecart: a cart coming from ordinary floor will jump over a pit even if moving at low speed, but a cart coming from a track tile will enter a pit containing a track ramp unless it's moving at derail speed over flat floor. Thus, extending/retracting the bridge will switch the cart's behaviour between going down the ramp and ignoring the ramp and jumping over it.  
 
Since bridges really are treated like normal (all-direction) track by the game in their lowered/extended position and also overwrite the track features of the tile below, a retracting bridge over a flat tile of non-track floor can also change the behaviour of a minecart: a cart coming from ordinary floor will jump over a pit even if moving at low speed, but a cart coming from a track tile will enter a pit containing a track ramp unless it's moving at derail speed over flat floor. Thus, extending/retracting the bridge will switch the cart's behaviour between going down the ramp and ignoring the ramp and jumping over it.  
  
Combining this feature with a two-long bridge on the other end of a straight double-ramp pit, i constructed a full bit-compare logic gate using only those two switchable devices to generate the four possible outputs for the four possible input signal combinations. It is a curiosity, since for most logical purposes, such distinctions are not needed and since only bridges can be used, the gate reacts with a significant delay to input and should not be switched during operation - a bridge changing state under a cart will throw the cart around and force it to stop. It's worth mentioning that the more classical use of bridges to cover/reveal track corners offers the same functionality in switching cart paths - a full bit-compare gate can be built with two 1x1 bridges over flat track, too.
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Combining this feature with a two-long bridge on the other end of a straight double-ramp pit, i constructed a full bit-compare logic gate using only those two switchable devices to generate the four possible outputs for the four possible input signal combinations. It is a bit of a curiosity, since for most logical purposes, such distinctions are not needed and since only bridges can be used, the gate reacts with a significant delay to input and should not be switched during operation - a bridge changing state under a cart will throw the cart around and force it to stop.
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http://www.bay12forums.com/smf/index.php?topic=135141.msg4881573#msg4881573 , paragraph on "universal logic gate", powerless logic. The displayed version combines the XOR outputs into a single path, at the cost of messing around with the level above and longer latency - i was using the additional minecart pathing oddity where carts jump past the tile behind a ramp when there's no ceiling above the ramp-pit and ramp end.

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