7547d954f1d16bdcaab42b6f59cee12b61d49950
The belt card's only content was a button reading "Clear stuck items", which assumes a state the items need not be in. It becomes "Clear items", and above it the card now lists what the selected tiles carry -- one item chip per type, as the buffer sections and the HQ's block stock draw them -- so the player reads a line's contents before emptying it, and can read them at all: items on a moving belt are too small and too transient to count by eye, and items inside a tunnel cannot be seen. The tunnel's two ends are now told apart. In-transit items are counted on the exit they are travelling toward, and a clear removes exactly what the panel listed for the tile being cleared: the exit discards them, the entry leaves them travelling. That inverts BeltSystemTest's "clearTiles discards tunnel transit items", which asserts the entry behaviour being dropped. Splitters now aggregate with belts and tunnel ends, which needed the aggregation rule's principle narrowed: the *runtime* content must aggregate, while a per-object configuration is simply dropped for want of a single object to configure. A splitter's output filters therefore appear only when that splitter is selected alone. Miners are unaffected and the requirement now says why -- a buffer chip states a count against that building's capacity and a production section one cycle's completion, neither of which means anything summed. The list and the button appear only on a selection of belt-subsystem tiles alone; the mixed count summary loses the clear action it carries today, a button that silently acts on part of a selection being worse than no button. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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