Better Belt Balancer


Belt balancers that click together into arbitrary shapes. Highly performant; megabase-ready (UPS hit is ~equal to vanilla hand-crafted belt balancers).

Utilities
4 hours ago
2.0 - 2.1
127
Logistics

Changelog

Version: 0.3.1
Date: 2026-08-25
  Features:
    - A startup setting for what a balancer part costs to craft: the default recipe, a cheaper one, fast or express belts, or a splitter of either tier. If an option names an item your mods do not have, the nearest thing they do have is used instead, so it is safe in an overhaul pack.
    - A startup setting for which research unlocks the balancer: Logistics, Logistics 2 or Logistics 3. The cost is read from that technology, so it follows whatever your mods charge for it, and the balancer moves to sit beside it in the technology tree.
  Changes:
    - The hidden belts inside a balancer now run at the speed of the fastest belt any installed mod adds, instead of a fixed speed a little above express. Modded belts faster than that are no longer throttled on their way through a balancer. Nothing changes in a vanilla or Space Age game, where the fastest belt is still slower than the balancer's own.
Version: 0.3.0
Date: 2026-08-24
  Info:
    - The Factorio 2.1 release. Same mod as 0.2.0: on 2.1 every balancer part connects to one belt, the multiple-belts setting does not exist, and opening a 2.0 save that used multiple belts per part recovers each machine's contents beside it and posts the rebuild checklist described under 0.2.0.
Version: 0.2.0
Date: 2026-08-24
  Major Features:
    - Factorio 2.1 support. 2.1 closed the collision behaviour this mod's belt interfaces relied on, so the rule is now one belt per balancer part: a 4-in 4-out balancer is eight parts, a west column carrying the inputs and an east column carrying the outputs.
    - A map setting, "Allow multiple belts per balancer part", available on Factorio 2.0 only and off by default. A save that already connects several belts to one part keeps working: the mod turns the setting on for that save at first load and says so in chat.
  Features:
    - Turning the setting off while such balancers stand is refused with a chat message that lists every one of them as a clickable map ping, and the map is revealed around each pinged balancer.
    - A belt laid against a part that already has one is refused with the reason on screen, and the belt is returned to your inventory. Returned pieces say which rule sent them back.
    - On Factorio 2.1, opening a save built with multiple belts per part keeps every balancer part and belt in place, recovers what the machines were holding onto the ground beside them, and posts a per-force chat checklist with a map ping for each balancer to rebuild.
    - Balancers adopted from Belt Balancer, Belt Balancer 2 or Belt Balancer 3 that are already built one belt per part compile and run; the rest get the same rebuild checklist.
  Changes:
    - The mod description now leads with what the mod does for a megabase.
Version: 0.1.0
Date: 2026-08-23
  Major Features:
    - Initial release.