The delay pressure plate is set to trigger on water 2/7 - 7/7. The undump pressure plate is set to trigger on dwarf or heavier, citizens trigger...This one was the simplest, using the flow across the delay plate and the 100 tick delay on door closing to keep the hatch open at least 100 ticks longer. I observed at least one instance of a dwarf getting to the lure tile in the undump before the hatch opened.
So it's adding an open+close delay set by the speed of flow. In other words, it's probably opening ~10 ticks after step on to plate, and closing ~150 ticks (?) after step on to plate. (Basic undump hatch is opening at 0 and closing at ~110.) Fast dwarves can cover two tiles in that time. You could extend the undump draw tiles, or orient it diagonally; the extra delayed close should help against slow dwarves.
Undump plate opens delay door, delay plate opens undump hatch. (A = aquifer, D = door, ^ = pressure plate, v = channel to aquifer below).
2) Undump plate opens delay door and undump hatch, delay plate opens undump hatch. Same setup as above but the undump plate links to the undump hatch.[/quote]
I believe that, if you time this, you'll see it's behaving the same as a vanilla undump. That is, dwarf steps onto tile plate at 0, assume he moves every 10 ticks:
0: Undump hatch opens. Door opens.
~10: Dwarf steps off of hatch.
~15: Flow in delay circuit triggers undump hatch. Since undump hatch is already open, this signal is ignored.
~110: Undump pressure plate sends close signal to undump hatch, which closes, and to the delay door, which also closes.
~150: Water has drained off of the delay plate, which sends a close to the undump hatch.
Since the undump hatch is already closed, this signal is ignored.But eventually I still saw alunite on the lure tile, so they are making it across somehow.
Right-- it's working exactly like a vanilla undump. The problem with these is that every once in a while, a very slow dwarf will accept a stockpile job, and will make it across the undump hatch after it closed. This risk increases with the heaviness of the object.
3) Undump plate opens delay door, undump hatch, and delay floodgate, delay plate opens undump hatch. (F = floodgate)
This version is doing everything that version 2 did with one exception: it is delaying the drain of water from the pressure plate. In other words-- everything that happened while time<=~110 is still happening the same way, but the events of time~150 are delayed to time~250.
Since these events are irrelevant, being the sending of a closing signal to a hatch that is already closed, this version behaves exactly like a vanilla undump.Unfortunately, any relay of the undump pressure plate is going to involve a delayed open signal; and there is no way to override the close signal that occurs at time~110. The fastest relay I know isn't fast enough to stop fast dwarves, unless you place the plate further back; but as you increase the distance between plate and device, you end up multiplying the difference in speed between fastest and slowest dwarves, such that you need a much larger delay. Another thing you could try is sending a second open signal to the undump hatch JUST after it receives the close signal, but that won't work either, because the close signal can occur anywhere from ~105 (fast dwarves) to >150 (slowest dwarves).
Still, what about something like:
#######
^phbp#
#######
The only addition to this is a retracting bridge over empty space, linked to the pressure plate. Let's time this out:
0: Hatch opens.
100: Bridge opens.
105-150: Hatch closes.
205-250: Bridge closes.
I haven't designed it, and I'm vulnerable to mistakes in conceptual design as much as anybody, but it seems to me that this design pretty much doubles the length of time that the lure tile is inaccessible-- that might not make any difference, after all, if a dwarf is slow enough that it doesn't step onto the hatch for 100 ticks, then waiting another 100 ticks to step onto the bridge might not stop it-- but it might make a good deal of difference, too, since I'm not sure exactly when dwarves evaluate path (they don't always seem to evaluate at the same time).
If it doesn't stop the slowest dwarves, then adding a second step at least allows you to control the delay, because you get more than 100 ticks during which to run your relay/delay, which you can design to even slower. This would mean using a second hatch instead of the bridge, with a delay designed to keep it open for 200 ticks or longer.