Continuation of Belt Overflow mod by GopherAtl and Sparr. Causes belts to overflow at the end as soon as items reach the terminal tile.
Small changes concerning balance, gameplay, or graphics.
Version: 1.0.0
Date: 2026-04-05
Changes:
- Renamed to Belt Overflow Continued.
- Updated for Factorio 2.0.
- Replaced global with storage throughout (Factorio 2.0 API change).
- Updated collision_mask to use the new layers dictionary format.
- Updated asset paths from __belt-overflow__ to __BeltOverflowContinued__.
- Fixed all direction arithmetic for Factorio 2.0's 16-way direction system (cardinals now
0/4/8/12 instead of 0/2/4/6).
- Used LuaEntity.belt_shape to directly detect belt curves instead of heuristic.
- Updated get_chunks() to use chunk.area for find_entities_filtered.
- Updated spill_item_stack to named-parameter form with allow_belts=false.
- Added event filters to on_built_entity, on_robot_built_entity, on_pre_player_mined_item,
on_robot_pre_mined, and on_entity_died for performance.
Optimizations:
- Replaced full-scan polling model with rotating-slice and hot-set system.
- Per-tick cost is now O(SCAN_SLICE + actively_overflowing) instead of O(all_terminal_belts).
- Belts found overflowing are promoted to a hot set checked every tick until they clear.
- All other terminal belts are sampled in a rotating background scan (default 5/tick).
- Repurposed Belt Polling Frequency setting as Belt Scan Slice Size.
- Added list_index to TerminalBelt for O(1) removal from flat list.