I noticed you used two features which I still don't completely understand and have mentioned a few times throughout the thread. One of these regards the usage of a single switch to randomize the death counter, while the other regards why copying the mobile grid trigger speeds the process up.
Every number in our decimal system can be expressed in binary as a sum of unique powers of 2. So any natural number (in our case) can be written as: a*1 + b*2 + c*4 + d*8 + ... , with the constants a, b, c, etc. being either 0 or 1. For example, the number 21 = 1*1 + 0*2 + 1*4 + 0*8 + 1*16. A switch in SC (just like a 'boolean' type variable in programming) is basically a cell of information holding either 0 (clear) or 1 (set). Since SC allows us to randomize switches, we can randomize the constants a, b, c, etc. in the equation N = a*1 + b*2 + c*4 + d*8 + ... , allowing us to create a random number in our decimal system.
About the copying of the mobile grids: what don't you understand in particular? It is just a huge set of the same triggers; they will run until the "X_random" and "Y_random" deathcounters hit zero.
I will assume that Switch 1 is similar to an activation switch so I can stall the sequence from restarting till a certain action is performed. However, if it is being randomized, do you have any clue why there is a collection of point along the bottom?
Switch 1 is the main system switch. Set it to turn the system on and clear it to turn the system off. Switch 2 is getting randomized.
Do you mean that you tested the map and it created lots of points at the bottom border of the map? Does that result repeat itself in various tests? If not, it is merely a fluke of the crappy SC randomization.
Now to address the quadrant concept. Probably the best way this could be done would be to set it up like this:
O----------O----------
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O----------O----------
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This way the mobile grid would always move down and left.
Yes, that is what I suggested. I'd use this setup if you have to run this system very often (like every trigger cycle or once every two cycles), because it offers stabile, predictable lag (thus controllable).
None.