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:
[0.16.51] Inconsistent belt sideloading behaviour
Re: [0.16.51] Inconsistent belt sideloading behaviour
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.
Additionally putting a splitter down further worsens the "what is the front of the belt loop" since it can have 2 inputs.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.16.51] Inconsistent belt sideloading behaviour
Does that mean we can set/force the head of a belt loop by placing a wire?