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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+4
-3
@@ -14,8 +14,9 @@ function isBelt(c) { return c === BP_BELT || c === BP_BELT_UP || c === BP_BELT_D
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function beltGrade(c) { return c === BP_BELT_UP || c === BP_FILTER_UP ? -1 : c === BP_BELT_DOWN || c === BP_FILTER_DOWN ? 1 : 0; }
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function slopeShape(c) { return isSlopeBelt(c) ? (beltGrade(c) < 0 ? BP_SLOPE_BR : BP_SLOPE_BL) : c; }
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function beltFaceY(c, bx, by, x) { return by * BS + (beltGrade(c) < 0 ? 3 - (x - bx * BS) : beltGrade(c) > 0 ? x - bx * BS : 0); }
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function filterVariant(c, v) { return beltGrade(c) ? (beltGrade(c) > 0 ? 128 : 0) : v & 128; }
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function beltDirection(c, v) {
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const d = isFilter(c) ? (v & 128 ? 1 : -1) : (v ? 1 : -1), g = beltGrade(c);
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const d = isFilter(c) ? (filterVariant(c, v) & 128 ? 1 : -1) : (v ? 1 : -1), g = beltGrade(c);
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return g ? (g * d < 0 ? 'up-' : 'down-') + (d > 0 ? 'right' : 'left') : d > 0 ? 'right' : 'left';
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}
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function isSlope(c) { return c >= BP_SLOPE_BL && c <= BP_SLOPE_TR; }
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@@ -70,11 +71,11 @@ const PIECES = [
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{ id: 'wall', code: BP_WALL, name: 'Wall block', kind: 'block', variants: 'wall',
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desc: 'A solid block. Diagonal drags make a sloped face; T flips it. For one block, T cycles square and four slope corners. R picks the material: a square costs 16 grains or 2 bars; a slope costs 8 grains or 1 bar.' },
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{ id: 'belt', code: BP_BELT, name: 'Belt', kind: 'block', cost: [[CASH, 12]], dirs: ['left', 'right'],
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desc: 'Carries loose grains and bars resting on top of it, left or right, in a layer up to a block deep. Water and other liquids drain through it. Drag diagonally to make a sloped belt that carries up or down.' },
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desc: 'Carries loose grains and bars resting on top of it, left or right, in a layer up to a block deep. Water and other liquids drain through it. Drag diagonally for a sidewall belt. Moving cleats lift pockets of grains; extra grains roll back.' },
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{ id: 'screw', code: BP_SCREW, name: 'Screw conveyor', kind: 'block', cost: [[CASH, 25]], dirs: ['up', 'right', 'down', 'left', 'up-right', 'down-right', 'down-left', 'up-left'],
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desc: 'A turning screw inside a tube that draws in loose grains and whole bars and pushes them along, four grains wide. Water and other liquids run straight through it; the screw never carries them. Drag a line to set its direction, including diagonals. R turns a single screw conveyor. Join either end to screw conveyors or belts. Copper softens around 1000°C.' },
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{ id: 'filter', code: BP_FILTER, name: 'Filter', kind: 'block', cost: [[CASH, 40]], dirs: ['left', 'right'], filter: true,
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desc: 'A stretch of belt with a mesh in it. Put it in a line of belts and it joins them as one belt. Pick materials and a mode: drop them through and carry everything else along, or carry them and drop the rest. Liquids drain through. Drag diagonally to make a sloped filter that carries up or down.' },
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desc: 'A shaking mesh that joins belts. Pick materials and a mode: drop them through and carry everything else along, or carry them and drop the rest. Liquids drain through. Drag diagonally for a downhill screen. Grains slide down while it shakes; R keeps a picked slope downhill.' },
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{ id: 'shaft', code: BP_SHAFT, name: 'Shaft', kind: 'block', cost: [[LWOOD, 8]], hidden: POWER_FREE,
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desc: 'Carries power between machines. Wooden, so keep it away from fire.' },
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{ id: 'grate', code: BP_GRATE, name: 'Grate', kind: 'block', cost: [[LCLAY, 8]],
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