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Same principles as above: for main counter to work, everything has to "connect back" to it if it goes through a nested counter... and you also need to loop back to a point after the main counter in order to count all the sub-counters. What's REALLY nice is you can use old gates as your connection back: old gate, old path to subloop, then a second old gate back to your main old path for the subloop (which in turn runs back to your main old path etc)
Can I add your comments to the guide to replace my own?
The build is symmetrical, but the outer gate can loop one side but not the other. I am currently in the process of debugging (ha!) it but there should be no reason for only one side to work.
update: apparently the solution was to remove and build the outside counter gate
I honestly wish they worked more consistently
However, if you change the last bit to connect to the loop at any other point, the entire loop starts working: https://steamproxy.net/sharedfiles/filedetails/?id=3435458200
Sometimes the loop seems to disconnect until you move the nodes at which point it connect properly again, so I'm not sure which is the bug - the fact that it works or the fact that it breaks. For instance, I thought that connecting 2 gates consecutively didn't work, but then I tried connecting them again in the exact same configuration and they worked perfectly.
What causes the special behavior to occur is when you have all 3 conditions satisfied:
1) Have a loop on the exit side of the gate (meaning the gate itself is not part of the loop)
2) All gates go in the same direction
3) The end of the loop is NOT at the entrance of one of the inner gates
At that point, the outer gate becomes able to see past the internal gates. Hard to say whether it's intended given how inconsistent this behavior is.
I don't think you got the principle down correctly.
For your last example, just reversing the timer gate isn't enough to make the counter gate to see through it, no matter the direction. Meaning it's not a matter of the counter gate being able to see through "backward" gates, even with a loop, so it only sees in the direction of the gate.
Screenshot illustrating the point: https://steamproxy.net/sharedfiles/filedetails/?id=3435453656
Moreover, it is pretty inconsistent in how the loops actually work. For instance, if you close the inner loop at an entrance of one of the internal gates, the loop doesn't work (however, chaining stockpile gates with counter gates works as a loop in my base so maybe only some of the gates are subject to condition? more testing required): https://steamproxy.net/sharedfiles/filedetails/?id=3435455050