Same Tier Braiding


Adds new transport belts with the same speed as existing ones to enable braiding of belts with the same speed.

6 years ago
0.16
8

b error loading mod (and some needed improvements/suggestions)

6 years ago
(updated 6 years ago)

first, this mod is an awesome idea, enabling us to weave belts more easily, eg in the early game when red belts are not yet researched, or when we need to weave blue belts and don't want to slow down one of them. but:

GAME CRASH : when starting factorio today, i immediately got the message
"failed to load SameTierBraiding: item.lua 10: attempt to index field 'hr_version' (a nil value)

besides this problem, i had lots of compatibility problems with other mods, which resulted in either having only one belt "belt 1", or having "belt 1" and "belt 2", but both recipes with the same icon and both producing the same belt 1 only, and similar.

edit: when i just temporarily removed the mod, i got shown a list of recipes that were removed, and one of the six removed recipes looks suspicious to me: transport and underground both "-2", fast versions of both also both "-2", but express-underground-belt-2 and express-transport belt-3 (!?) ... is there really no express belt-2 but an express belt-3 without express underground-3 ?

in addition to the crash and the problems, i would like to suggest some improvements for easier handling of belts for the players:
why are there (for each tier) two different belts and two undergrounds but only one splitter? if you did it to enable layouts with differently colored belt systems you should also add a splitter 2. but otherwise i see no need in having two different belts. those two belts only make crafting more difficult and take up space in the inventory. also rebuilding parts of my factory causes to have several variants of belts in the inventory and take up additional space.
my suggestion:
-1- have only one belt and one splitter, but two different underground belts.
-2- make the second underground belt craftable from a standard underground belt (instead of from a belt 2), either free or for a very cheap cost (some resource that everybody has in the inv anyway all the time) and very fast so that it can be handcrafted "on the spot" when needed.
-3- make the underground belt 2 return a standard underground belt when mined. this removes some clutter in the inventory, but together with suggestion -2- allows to craft a new underground 2 easily and fast.
-4- don't make a "version 1" and a "version 2" out of the standard versions, but keep the standard versions and only add your new alternate underground belts. maybe that also will make compatibility easier when you don't modify the vanilla belts but only add something. and even if additional modded belts don't get a "version 2", the unmodified vanilla versions should still work.
-5- for the longer underground belts, braiding more than two belts should be possible (and together with the above suggestions even wouldn't increase the needed inventory space much). with the gap of 4 tiles, weaving 3 belts is (theoretically) even possible for yellow belts, gap 6 on red belts allows to weave 4 belts and gap 8 on blue belts would allow weaving up to 5 belts. for normal assemblers and other machines with a size of 3x3 this may not seem to be important, but there are also machines with 5x5 tiles, warehouses with 6x6, and all of them could profit from more than 2 belts. besides attaching several belts to one machine, it could also be useful being able to weave a "return lane" for products between 2+ belts in the opposite direction.

anyway, a great mod, when it can be used again in the future.

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