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Editing User:Larix/MPL/6

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In the "spawn" example, the incoming cart will also stop and roll down the ramp if the tile above the ramp is occupied, but the cart which stood there will move off the square and leave to the north. If the place is empty, the incoming cart itself will pass to the north. This "gate", if occupied, "spawns" an additional moving cart, while becoming empty.
 
In the "spawn" example, the incoming cart will also stop and roll down the ramp if the tile above the ramp is occupied, but the cart which stood there will move off the square and leave to the north. If the place is empty, the incoming cart itself will pass to the north. This "gate", if occupied, "spawns" an additional moving cart, while becoming empty.
  
Exploiting jumping carts, a "toggle" gate is also possible:
+
Of course, variations on these concepts are possible: a spawn gate can be combined with a length of track with a standing cart originally placed several tiles away from the ramp. When a series of carts is sent over the ramp, there'll always be an output cart, but the location of the standing cart will keep moving closer to the ramp. Effectively, such a track will "count down" until at zero it spawns a cart rolling off the ramp. Multiple carts can await a collision, and the collision may reconfigure the queue following Newton's cradle principles.  
{{diagram|spaces=yes|\
 
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    O    O   
 
    ╔═    [#000][#ff0]■═   
 
  ▼▼    ═╝   
 
    +    +   
 
    ║    [#000][#0f0]■   
 
  toggle
 
.
 
}}
 
 
 
The operating cart arrives from south, with a speed of 35000+. Since the tile immediately south of the pit is ordinary floor, the cart will not enter the pit but jumps instead. If the SE corner next to the wall is occupied, the operating cart pushes the occupant off around the corner, falls into the pit and accelerates west. If the corner is unoccupied, the operating cart keeps flying until it is stopped by the wall, allowing it to settle onto the corner tile without rolling off. The occupation status of this gate changes to the opposite everytime it is tested. Notably, it produces no output when changing from empty to occupied, but a double output when changing from occupied to empty.
 
 
 
Of course, variations on these concepts are possible: one and the same location can be accessed from multiple sides, under different doctrines - e.g. a delete gate that can be emptied by carts approaching from another direction, operating as a spawn gate for them. A spawn gate can be combined with a length of track with a standing cart originally placed several tiles away from the ramp. When a series of carts is sent over the ramp, there'll always be an output cart, but the location of the standing cart will keep moving closer to the ramp. Effectively, such a track will "count down" until at zero it spawns a cart rolling off the ramp. Multiple carts can await a collision, and the collision may reconfigure the queue following Newton's cradle principles.
 
  
 
=== Pathing and regulation ===
 
=== Pathing and regulation ===

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