Sloped belts hold their load with moving cleats (t42); sloped filters are downhill shaking screens (t43)
The magic grip is gone: cleats every 8 face cells, 6 grains tall, carry pockets uphill (about 71 grains/s against 90 flat) and overflow rolls back. Sloped filters always run downhill; grains travel by gravity and a shake, and sorting stays exact. Drawing needs another pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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+3
-3
@@ -68,7 +68,7 @@ function placeBlock(code, v, bx, by, free, extra) {
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}
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if (isPipeCode(code)) pipesDirty = true;
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blockP[by * BW + bx] = code; blockV[by * BW + bx] = v;
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if (isFilter(code)) { blockV[by * BW + bx] = v & 128; filterCfg.set(by * BW + bx, filterRec(extra)); filtersDirty = true; }
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if (isFilter(code)) { blockV[by * BW + bx] = filterVariant(code, v); filterCfg.set(by * BW + bx, filterRec(extra)); filtersDirty = true; }
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if (isProcCode(code)) procDirty = true;
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if (code === BP_RACK) {
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const b = by * BW + bx, s = newRack();
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@@ -197,7 +197,7 @@ function blockInReach(bx, by) { return inReach(bx * BS + BS / 2, by * BS + BS /
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// Is block b already exactly this piece (same kind, variant and, for a filter, settings)?
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function blockIs(b, code, v, extra) {
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if (blockP[b] !== code) return false;
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if (isFilter(code)) return (blockV[b] & 128) === (v & 128) && sameFilter(filterInfo(b), cleanFilterCfg(extra));
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if (isFilter(code)) return (blockV[b] & 128) === filterVariant(code, v) && sameFilter(filterInfo(b), cleanFilterCfg(extra));
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return blockV[b] === v;
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}
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// replace: a block already built in the way is taken down (and refunded) to make room
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@@ -208,7 +208,7 @@ function placeBlocks(code, v, list, extra, replace) {
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const b = by * BW + bx;
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if (replace && blockP[b]) {
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if (blockIs(b, code, v, extra)) continue;
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if (blockP[b] === code && isFilter(code)) { undoNote({ t: 'filter', bx, by, v: blockV[b], extra: filterInfo(b) }); blockV[b] = v & 128; setFilter(b, extra); filtersDirty = true; n++; continue; } // just re-set it
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if (blockP[b] === code && isFilter(code)) { undoNote({ t: 'filter', bx, by, v: blockV[b], extra: filterInfo(b) }); blockV[b] = filterVariant(code, v); setFilter(b, extra); filtersDirty = true; n++; continue; } // just re-set it
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if (!canAfford(pieceCost(code, v), 1)) { last = needText(pieceCost(code, v), 1); break; }
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removeBlock(bx, by);
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}
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