Krazykrl wrote:My main problem with using Undergrounds for lane blocking (the ugliness isn't much of a factor) is that undergrounds don't let me use other undergrounds nearby on the same plane. This is especially noticeable now that red and blue underneathies have extended range. Using 1 Underground for a single lane-split locks out a pretty large portion nearby for underground use.
You really wouldn't need to have a dedicated T-junction entity. Splitters can do the same thing if you just have a way of blocking a lane.
IMO:
Lane-splitting should be available early game (as you can get yellow undergrounds among the first few researches you ever perform.)
As such... the handful of options (to also prevent further muddying of the buildable entity pool) the best would probably be a configuration for the belt segment itself (option unlocked along with underneathies).
This configuration should just need to be two checkboxes. Enabling a checkbox would place a "mechanical blocker" to the end of its lane (i.e. inserters can still remove and place on that blocked lane, but the last entity slot is permanently blocked which prevents pass-through.)
Of course you should be able to circuit network lane blocking. And lane blocking would also be an exclusive condition (just like other circuit network settings for each entity.)
I get your point here, but it seems like you're making the case that an additional placeable belt-piece would somehow be more complicated than adding a configurable GUI layer to an existing piece.
That strikes me as proposing adding a whole additional fiddly and complex layer, solely for the sake of avoiding adding a single, simple, versatile new piece. Imagine needing to build anything large, and needing to open and fiddle with checkboxes for hundreds of those individually! Why, when you could have an item whose use is clear and implicit simple from where you place it and the orientation you place it in?... the exact same way that existing belts, pipe and inserters work.
I really do think adding a lane-blocking GUI *would* needlessly add clutter (and fuss) to the game, far more than one additional basic placeable.
Circuiting lane-blocking using your solution would be redundant anyway - if you have a simple way to split lane, you can just use the existing circuit conditions available on belts already to have them block the lanes you just split.