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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@@ -42,10 +42,11 @@ function alloc(w, h) {
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W = w; H = h; N = w * h;
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fogAlloc();
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CW = Math.ceil(w / 32); CH = Math.ceil(h / 32); NCH = CW * CH;
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cleatMask = new Uint8Array(N); cleatCells = [];
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mat = new Uint8Array(N); temp = new Float32Array(N); life = new Uint8Array(N); flags = new Uint8Array(N);
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stamp = new Uint8Array(N); part = new Uint8Array(N); mach = new Uint16Array(N); digp = new Uint8Array(N);
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noiseB = new Uint8Array(N); bgm = new Uint8Array(N); airS = new Uint16Array(N); netId = new Uint16Array(N); isPow = new Uint8Array(N); occ = new Uint8Array(N);
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BW = Math.ceil(w / BS); BH = Math.ceil(h / BS); NB = BW * BH; blockP = new Uint8Array(NB); blockV = new Uint8Array(NB); filtersDirty = true; filterCfg = new Map(); procDirty = true; procState.clear(); rackState.clear();
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BW = Math.ceil(w / BS); BH = Math.ceil(h / BS); NB = BW * BH; blockP = new Uint8Array(NB); blockV = new Uint8Array(NB); slopePhase = new Uint8Array(NB); filtersDirty = true; filterCfg = new Map(); procDirty = true; procState.clear(); rackState.clear();
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ents = []; flyers = []; ghostBlocks = new Map(); ghostMolds = []; treeBases = []; saplings = [];
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surfBase = Math.round(Math.min(h * 0.27, 175)); underD = h - surfBase; shallowD = 0; lapse = 0.36;
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surfY = new Int16Array(w); roofY = new Int16Array(w); dirtY = new Int16Array(w); graniteY = new Int16Array(w); basaltY = new Int16Array(w); magmaY = new Int16Array(w);
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