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Yes, that is what I mean about replacing 1s timer start with 1-2 timers set to "Trigger now". That means transaction will be closed almost immediately and even if another one will be started in the middle, it will not be finished. Except if it's used not by players (which physically have comparatively big delays between interactions), but by other automated systems. And then again, yes, exclusivity totally solves it beforehand.
And that also means 3 channels are able to transmit not 40*40*20 actions, but 100*100*100. And adding some 1-2 gametick timers (instead of 1s) contraption should cut off unwanted overlaps.
On servers this shouldn't be an issue. You can set your own grids to Owner-Only, and in Faction-Only it's not only unlikely for your faction members to use the same sub-code, but it's easy enough to collectively keep track of it. Especially since it's recommended you include the sub-code(s) in the grid's name or antenna.
All in one, this not only seems like a very airtight solution, but probably the cheapest and most compact one even if security wasn't an issue, which is handled here quite robustly.
Total amount of actions is 40*40*20=32000 for 3 layers, and max possible for 3 layers I guess would be 34*33*33=37026 actions. Absolute maximum is probably 50 layers each consisting of 2 relays giving something around 1.2*10^15.
2 layer 50-50 is super simple and already gives 2500 actions which is already too many.
Yeah, math checks out with your numbers, so now I think I really understand how it works.
Quite simple, nice and handy system, probably best for singleplayer. And even multiplayer if there is (will be) no way for other players to interfere with it.
Thanks for mentioning it, was interesting to look into.