TL;DR
Currently when you stand on facing belts you jump between them, this is intended behaviour and I propose that this behaviour should be changed.What ?
The issue outlined in viewtopic.php?f=23&t=66489 is intended, but it is also really annoying.For detail viewtopic.php?f=23&t=66489 and viewtopic.php?f=47&t=91295 should illustrate that current behaviour and what could be improved.
Why ?
This happening is just an artifact of that games are just a simulation with ticks and that makes them not perfect. You can jump from one belt to the other even though the other moved the opposing direction.Of course we cant create a perfect simulation without ticks, we try to keep ourselves sane somehow. But just like you try to make the water simulations as close to real life as possible withing the limitations, you should try to work within the limits of the system to make movement as realistic as possible (just like how you don't glitch into a wall when you run into it).
This might be "intended behaviour" and when the game was in early stages of development and not looking at polish this is very reasonable as, who _really_ cares. But once you encounter this the polished feel starts to fall down a bit. A polished game shouldn't have stuttering as intended behaviour as it is just not a nice experience.