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
6 hours ago
2.0 - 2.1
982
Logistics

g Game Freeze when enabling Roboport

12 days ago

I have an SE game with some QOL mods, and I'm experiencing a permanent game freeze (no crash) when enabling my personal roboport.
If I remove this mod the issue doesn't occur.
Nothing is showing in logs.

https://www.dropbox.com/scl/fi/muqb60r1cysum7hmlj52d/2026-SE.zip?rlkey=hefzjv4iti3ck7du1h3xqbmk3&st=ixk33r4o&dl=0
That should be the save "2026 - SE.zip"

To experience the bug, enable the roboport and wait ~1 second.
My character is North East near the large iron patch.
There are balancers present near the patch, but removing them still causes the problem.
Removing robots from inventory also doesn't fix the issue.

I'm not sure how to properly fault find this issue, as it might be character/player related.
I have power armor with 1 personal roboport mk2, some exo, power, shield etc.

12 days ago
(updated 12 days ago)

--Interestingly, I removed the mod, saved and re-added the mod and it works. It might have something to do with the hidden surface and some infinite loop somewhere--

Actually the issue is still there. I added the balancer to my toolbar (it was unresearched) and mousing over it broke it again.

12 days ago
(updated 12 days ago)

Additional testing, it doesn't seem directly linked to the roboport.
With the tech researched, and placing a single BBB, it freezes. The BBB doesn't need to be connecting to anything, nor does any need to be in the player inventory.

I also can't replicate on a fresh save.
I can get it working properly within /Editor but the moment I take it out of editor, it freezes again.

10 days ago

Thanks for the save file with your report!

I was able to reproduce the issue on your save with your mod set, on 2.0.77. It should be fixed in the next release of Better Belt Balancer.

The tl;dr is that it's a compatibility issue with HandyHands. Details follow.

BBB creates a two-way link between two prototypes. To adopt Belt Balancer 2/3 saves and blueprints BBB keeps a hidden compatibility item and entity, both named balancer-part. The item placed BBB's part entity, and the entity was placeable by BBB's part item, so the engine listed each of the two entities as placeable by the other's item.

HandyHandsRefactored has a pass that runs every 60 ticks while the personal roboport is enabled, for a character controller only, and that pass walks each quickbar item to its entity and on to the items that place it, inserting and deleting entries of the table it is iterating. On that two-element cycle the walk never finishes. That is why the roboport toggle, the part in the quickbar (a filter slot is enough, no item needed) and the editor all mattered, and why the log stays empty: nothing errors, one Lua loop simply never returns. Removing the balancers cannot help, since the loop is over prototypes rather than entities.

The fix points the compatibility item at the compatibility entity instead, which the mod already converts to a real part on the next tick, so nothing changes in play. As a a short-term workaround, you can take the balancer part out of the quickbar while the roboport is on or turn off HandyHands.

The loop on HandyHands' side is unsafe for any pair of prototypes shaped like this, so I opened a PR to fix the issue there to improve HandyHands compatibility with other mods going forward.

10 days ago

Oh, didn't notice HandyHands doing that.

Amazing work and what an excellent summary. Thank you very much for a quick/comprehensive update.

Thank you

3 days ago

Should be fixed in the 0.2.3/0.3.3 releases (out now).

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