It looks like we've been all victims to an
XY problem here.
What I
actually wanted is that enough magma is released to kill pretty much the whole siege (presuming that they are neatly spread on the
switchback path below the magma reservoir).
I have almost no experience with pressure plates. I falsely implied that when they open hatches instantly, any bridges which are linked to a pressure plate would also magically open and close instantly. That's why I thought I need a solution for preventing the bridge to close the very moment a goblin leaves the pressure plate.
I did not know that pressure plates themselves have an inherent 99 tick latency before they send the OFF signal and that bridges, even when linked to pressure plates, retain their own 100 tick latency on top of that.
Then there was bloop_bleep who confused us with
"[the pressure plate] sends an 'open' signal to the retracting bridge, which does nothing since it's already considered 'open.'". A retracting bridge actually behaves in accordance with the pressure plate signal names. The
open or
close signal actually opens (retracts) or closes (extends) the bridge, just like it opens or closes a door or a floor hatch. However, a raising bridge raises (closes) when it receives the
open signal and lowers (opens) when it receives the
close signal.
Signal name Signal name Delay
Lever: ON Lever: OFF instant
Plate: OPEN Plate: CLOSE* *99 ticks to send CLOSE
Door opens closes instant
Hatch opens closes instant
Floor hatch opens closes instant
Floodgate opens closes 100
Grate opens closes 100
Bars open close 100
Upright spikes extend retract 40
Retracting bridge retracts (opens) extends (closes) 100
Raising bridge raises (closes) lowers (opens) 100
Gear assembly toggles toggles instant
Track stop disable enable 40
To end on an up note I can say that Fleeting Frames has taught me some minecart logic, taptap some fluid logic, bloop_bleep came with a solution which will hopefully work good enough for me, and all in all I learned a lot about signals, pressure plates and moving parts in trap design.