With that said I have decided to make this new topic based exclusively on providing the most optimal mechanisms possible. That means you'll have the most convenient mechanism with the smallest space, least time to make, and 99.9% instant + bugfree results (I feel like I'm promoting the next Flextape ad at this point.)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Hopefully you can use these mechanisms to simplify any future work you have, with a strong thread that can be used as a reference.
Let's begin!
![Smile :)](./images/smilies/icon_smile.gif)
NOT LOGIC GATE
Description: NOT LOGIC GATE are logic tiles which inverts what is active to inactive (in WA terms) such as an open gate being closed. So an example will be an active teleporter disappearing when you activate the NOT logic but it reappears if the NOT logic has been reverted.
What's included?
The barrel uses Truemovement and the movement type is 41, speed is adjusted to 1000 where it almost instantly activates / deactivates the mechanism.
Laser gates are used for high activation speed.
The evil tile implements the NOT logic, deactivating whatever output occurs (a gate going from open to closed, for example.)
The green tile reverts the NOT logic, and returns the output as it was (reopens closed gates.)
Here's a picture of how the mechanism looks.
![Image](https://media.discordapp.net/attachments/211452053006843904/962633601713860618/unknown.png)
How does this work?
One of the biggest advantages of moving barrels (doesn't matter if explosive or normal) is that it can survive gates closing in on them, whereas all the monsters except the ghost will get crushed and that leaves a chance of error. This specific layout is designed in which the barrel turns left on movement type 41, if the laser gate is open the barrel won't touch the green tile anymore since it's turning left on the direction it faces, but if the laser gate is closed it can only go to and fro.
VIDEO HERE: LINK
I'll be writing down the AND Logic gate soon.