[0.15.33]Side by side curved belts completely stop player

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London_
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[0.15.33]Side by side curved belts completely stop player

Post by London_ »

When 2 sets of belts are placed next to each other in a T shape pointing down, if the player tries to walk up between them or even to the side a little bit they will get stuck.

Gif of issue: https://gyazo.com/e61ec184e5543005d2ae0c2974729b21 Notice that I even get sucked in towards the problem area(middle), though that's from normal belt mechanics I assume.

If I'm able to walk between 2 belts without issue, and no slower than if I was walking on just one, why do 2 side by side curves stop me entirely? Items don't move much if any faster around a corner so why does it stop the player?

Red and blue belt will halt the player with 0 exoskeletons. Only blue will halt the player with 1 exoskeleton. 2 or more exoskeletons will let the player though all tiers. (probably not bob's mod tiers) The effect is independent of belt direction.

Vanilla map attached that demonstrates the problem. Mods in the log were turned off when testing the issue, forgot to grab my log before reloading the mods.
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Curved Belts.zip
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factorio-current.log
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Klonan
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Re: [0.15.33]Side by side curved belts completely stop player

Post by Klonan »

You are walking too slowly on a fast belt
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Re: [0.15.33]Side by side curved belts completely stop player

Post by London_ »

But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack?

The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners doesn't make sense to me. If I wasn't fast enough to walk on an express belt, wouldn't I not be able to move up it at all like on this belt from bob's? https://gyazo.com/7929d91836d2e034bd4c32ec5676ad4e

I can walk past express just fine: https://gyazo.com/3c81ae4a27ad2ce4fad55e754ad1d41f but not at meeting corners as I pictured in my first post.
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Klonan
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Re: [0.15.33]Side by side curved belts completely stop player

Post by Klonan »

London_ wrote:But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack?

The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners doesn't make sense to me. If I wasn't fast enough to walk on an express belt, wouldn't I not be able to move up it at all like on this belt from bob's? https://gyazo.com/7929d91836d2e034bd4c32ec5676ad4e

I can walk past express just fine: https://gyazo.com/3c81ae4a27ad2ce4fad55e754ad1d41f but not at meeting corners as I pictured in my first post.
The outside curve of the transport belts moves faster than a straight section of transport belt
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Re: [0.15.33]Side by side curved belts completely stop player

Post by London_ »

Klonan wrote:
London_ wrote:But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack?

The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners doesn't make sense to me. If I wasn't fast enough to walk on an express belt, wouldn't I not be able to move up it at all like on this belt from bob's? https://gyazo.com/7929d91836d2e034bd4c32ec5676ad4e

I can walk past express just fine: https://gyazo.com/3c81ae4a27ad2ce4fad55e754ad1d41f but not at meeting corners as I pictured in my first post.
The outside curve of the transport belts moves faster than a straight section of transport belt
How much faster do they move? Watching items move across a yellow belt, it took a piece of rail about 6 frames to cross the inner part of the curve, and the rail on the outer part took ~12 frames to go around the bend. This left the outer item 2.5 items behind the one on the inner bend. It took and item about 12-13 frames to travel a straight piece, so by that metric the curves aren't moving items any faster (as I think it should be from a constant items/sec value) so why do they slow down or speed up the player more than a straight belt?

The wiki doesn't have any real numbers on the difference between the inner curve and outer curve, and the curve(s) speed compared to a straight belt speed. At this point I'm just curious.
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Re: [0.15.33]Side by side curved belts completely stop player

Post by Klonan »

London_ wrote:
Klonan wrote:
London_ wrote:But I can walk up the fast belt just fine, why is it that the corners are problematic? Are the corners the only areas where the effect of two belts side by side actually stack?

The fact I can walk right up express belts if they were a floor mat but can't when reaching ones that happen to be corners doesn't make sense to me. If I wasn't fast enough to walk on an express belt, wouldn't I not be able to move up it at all like on this belt from bob's? https://gyazo.com/7929d91836d2e034bd4c32ec5676ad4e

I can walk past express just fine: https://gyazo.com/3c81ae4a27ad2ce4fad55e754ad1d41f but not at meeting corners as I pictured in my first post.
The outside curve of the transport belts moves faster than a straight section of transport belt
How much faster do they move? Watching items move across a yellow belt, it took a piece of rail about 6 frames to cross the inner part of the curve, and the rail on the outer part took ~12 frames to go around the bend. This left the outer item 2.5 items behind the one on the inner bend. It took and item about 12-13 frames to travel a straight piece, so by that metric the curves aren't moving items any faster (as I think it should be from a constant items/sec value) so why do they slow down or speed up the player more than a straight belt?

The wiki doesn't have any real numbers on the difference between the inner curve and outer curve, and the curve(s) speed compared to a straight belt speed. At this point I'm just curious.
Its just the geometry of curves, a disc spins at a constant rate, 1 RPM, then points closer to the outside of the disc will travel a greater distance in 1 revolution than a point closer to the center
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