Belts carry 4 grains deep; stalled belts warn and stop animating (t45)
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@@ -142,7 +142,7 @@ above, including:
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short stubs stay for the next firing. The mold cleans itself and rakes the grate after dropping bars or clearing junk.
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- **Screw conveyors carry no more than belts:** they move every other tick. For more throughput,
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build more lines.
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- **A heap on a belt moves as one**, up to 96 grains deep, not just its bottom layer. If a grain is blocked,
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- **A belt carries a bed four grains deep** (one block, t45), with higher grains left loose. If a grain is blocked,
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the load above it stands still and the belt slips underneath; the top no longer slides over
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a stuck bottom. Filters still let their chosen materials drop through.
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- **Pick** (middle mouse) selects the piece under the cursor with its direction,
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@@ -447,7 +447,10 @@ above, including:
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2026-10-26).** An overloaded belt line jammed against a screw conveyor above it. The owner
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agreed that's realistic and stays the player's problem, but wants a warning on the stalled
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belt and the animation stopped on everything affected, and belts limited to a realistic
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load depth instead of carrying 96-grain stacks. Not built yet.
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load depth instead of carrying 96-grain stacks. Built 2026-10-29: the owner chose
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**4 grains (one block)**. Loaded transport warns after half a second without progress,
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with a marker and advice to clear the outlet or heap. Only affected blocks stop animating;
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a blocked cleated slope stops its whole run. Screens use their slower nudge cadence.
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- **Cleats really push their pockets (t42 feedback, 2026-10-26).** The owner found the first
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cleats passed through heavy loads while the material climbed as before, and wants cleats that
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