- Let any floodgate, when triggered by a lever, pass that signal on to all adjacent floodgates.
Reasoning: This allows a large group of floodgates to be triggered with only one mechanism (plus two for the lever). if there's a use for building several contiguous
independent floodgates, it can't be anything to do with stopping flows. Building in flooded areas is often restricted to one tile at a time (such as the one a pump is working on), so the bridge construction interface where the width and height of the object is chosen before building it would be unsuitable here. Propagating signals would also allow unusual-shaped floodgates, such as a gate that fits an inside corner.
- Reduce the delay on being triggered from 100 to 0.
Reasoning: Slow things are less useful. Also if several adjacent floodgates open in sequence over several ticks, that would cause a lot of recalculating of pathable areas, which I understand is bad for framerate. (But a delay of 1 might lead to amusing ripple effects.)
- Make them toggle, like mechanisms.
This means that instead of being closed when the lever is on the left and open when the lever is on the right, the floodgate is closed when the lever is in whatever position it was in when the connection was created. Consequently a single lever could close one floodgate and open another at the same time, switching the input or output of a flow from one route to another.