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Fixed
Belt pickups match the game at all four belt speeds (normal, fast, express and turbo), on moving and backed-up belts, in every supported pickup layout.
Backed-up belts run out of reachable stacks and refill at belt speed instead of supplying a stack every tick. The arm's reach between grabs is modelled too.
Inserters dropping onto a belt wait for real space on it, at all four speeds.
A belt-fed inserter takes its first stack in the same tick as in the game, both after waiting for room in its machine and when its window opens as the machine's products are taken.
Input windows close before their last return swing, so a belt-fed inserter no longer picks up an extra stack and over-produces.
Startup is predicted from placement: a clock enables nothing in its first two ticks, as in the game.
Stable verdicts are stricter. Long-run output and recovery after a loss are proven by an exact repeat of the simulated state, and moving input lanes are checked out of step as well as aligned.
Builds the game holds now get a stable clock where the generator missed one: the express moving undergrounds, the over-the-hood two-ingredient builds, and the normal backed-up undergrounds and front exit.
In Node, a config missing an inserter is refused with the missing inserters, instead of running until the simulation's tick limit.
Inserter kind, quality and filter mode are read from Sidecar 0.11.0 captures. Older captures ran every inserter as a legendary stack inserter, so they ask for a recapture.
Added
When no clock is stable, the result and the result card say why: the belt's lane phases, the losses it does not get back from, or the closest rate when nothing holds (#288).
A warning for belt pickups whose timing is not tested in the game: belt stacks other than 4, or hands other than 16.
Underground pickup layouts are named: side entrance or exit, front entrance or exit, or over the exit's hood. Manual underground configs need a layout, and older Sidecar captures need a recapture.
Sidecar 0.11.0 captures pickups over an underground exit's hood and in front of an underground entrance, with their preferred lane and half-tile reach.
Each pickup keeps its capture status through import, saving and export; a capture that is unclassified or unsupported has to be recaptured before generating.
Changed
A config that asks one belt lane for more items a second than it carries is refused, with the numbers. Over capacity only when all copies are counted, it is a warning.
Belt pickups from a tile another belt side-loads onto are refused with the reason, as splitter pickups are. So are belt pickups by any inserter but the legendary stack inserter, and blacklist filters.
Generating clocks takes about a fifth less time than 0.18.0 overall; builds with moving belt pickups take longer (#244, thanks blousy).
The one-swing clock is checked first, so a verified clock can be inspected while the other alternatives run.
The metallurgic science example matches its build: the game's machine speeds, its inserters' lanes, and a pack chest that removes the packs.