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[0.16.51] Inconsistent belt sideloading behaviour

Posted: Wed Aug 01, 2018 9:46 pm
by L0laapk3
video: https://gfycat.com/EverlastingUnselfishAplomadofalcon

How to reproduce:
- build a setup similar to the one on the video.
- place a circuit on the belt that is being sideloaded on.
- remove circuit, or turn it on.

edit: on closer inspection, this appears to be the work of two separate bugs combined:
1. When multiple segments load onto the next segment, priorities are not respected: sideloaded items need to have a lower priority as items that are on the main belt, instead it's just going off update order or whatever.
2. When removing a circuit, the belt segments do not get joined into 1 segment like they should.

Picture for further explenation: Image

Re: [0.16.51] Inconsistent belt sideloading behaviour

Posted: Thu Aug 02, 2018 3:00 am
by Rseding91
Thanks for the report however this isn't going to be changed. This is related to transport belt update order. When you have a loop the game has to decide that *some* transport belt is the "front" and that's what's updated last. When you put a wire on a transport belt it splits it from the rest of the merged belts (because it now has special logic) which causes the behavior to change over non-wired belts.

Additionally putting a splitter down further worsens the "what is the front of the belt loop" since it can have 2 inputs.

Re: [0.16.51] Inconsistent belt sideloading behaviour

Posted: Tue Aug 14, 2018 3:44 pm
by Trebor
Does that mean we can set/force the head of a belt loop by placing a wire?