I played a little bit with belt compression and site-loading and noticed that underground belts decomress a fully compressed belt. Therefore a belt which loads item from the site is able to slip additional items on the belt:
preview.png (688.42 KiB) Viewed 2205 times
If the underground belt is removed and replaced by two normal belts, the belts stays compressed.
I attached a save file with a test case.
Thanks,
Gerhard
Re: [0.14.13] underground belt decompresses items
Posted: Mon Oct 10, 2016 2:21 pm
by Klonan
Thanks for the report,
I can confirm the reported behaviour:
Re: [0.14.13] underground belt decompresses items
Posted: Mon Oct 10, 2016 6:17 pm
by Rseding91
If you remove that top express underground belt line does the issue persist? I have a feeling it's related to the order the belts update and that top line ends up running before the horizontal underground belt does.
Re: [0.14.13] underground belt decompresses items
Posted: Mon Oct 10, 2016 9:06 pm
by gheift
Yes it depends on the building order…?
If you build the site-loading belt before the main belt, the iron-plates slips into the main belt.
If you build the main belt before the site-loading belt, no iron-plate slips in.
Re: [0.14.13] underground belt decompresses items
Posted: Mon Oct 10, 2016 9:10 pm
by Rseding91
gheift wrote:Yes it depends on the building order…?
If you build the site-loading belt before the main belt, the iron-plates slips into the main belt.
If you build the main belt before the site-loading belt, no iron-plate slips in.
Something like that. The order the entities are updated changes how the belts work logic wise. That's simply how it is and not something we could "fix" since there's nothing actually broken.
Re: [0.14.13] underground belt decompresses items
Posted: Mon Oct 10, 2016 9:38 pm
by garath
Rseding91 wrote:
gheift wrote:Yes it depends on the building order…?
If you build the site-loading belt before the main belt, the iron-plates slips into the main belt.
If you build the main belt before the site-loading belt, no iron-plate slips in.
Something like that. The order the entities are updated changes how the belts work logic wise. That's simply how it is and not something we could "fix" since there's nothing actually broken.
You have a situation in a factory game where the order of placement of transport belts affects how it functions, and you characterize this as "not a bug". That sounds rather shocking to me.