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

i Belt corners on exit (and 2 other questions)

12 days ago

Hello there! :)
I love your mod! But I am wondering why belts cannot have a curve/corner directly at the exit of a balancer.
You always have to use straight belts. Is it difficult to implement that?
And also:
1. Can you add a function that we can use priorities on entries and exits of the balancers, like "Vladance - BeltBalancer Imp" this can do?
2. You can overwrite (while placing) a belt with a balancer, but not a balancer with a belt.

Thanks a lot for the great work of your mod. :)

3 days ago

I'm glad you like the mod!

The curve-directly constraint was inherited from Belt Balancer 1/2/3 -- Factorio doesn't make it easy to attach belts to non-belt entities.

That said, your request gave me the push required to make it happen anyway -- the newest 0.2.3/0.3.3 releases should support curves/corners at exits.

There are a lot of edge cases here -- hopefully I've covered most of them. Please do report any sequences you find that break things in weird ways. If curved exit belts end up causing problems, you can turn them off in mod settings.

I also fixed the inconsistency with overwrite placing belts on top of balancers :)

Per-connection priorities is a tougher one; Vladance - BeltBalancer Imp (thanks for the pointer btw -- I hadn't seen that one) is cycling items through Lua, which gives a lot more control than what BBB does but is incompatible with BBB's "no per-item Lua" guarantee. I'll do more digging on viability.

3 days ago

Thank you for your reply and all your efforts. :)
I had read your changelog before you replied here and was pleased that you mentioned me there. Thank you for that as well. :)

There's something I noticed right away. You have to be very careful not to place a straight belt adjacent to the balancer, as it immediately curves it.
You have included a ping function that you trigger after applying the patch, but unfortunately it doesn't show all the problems. Some locations where this also happened were not pinged.
I can't wait until you integrate the prioritization feature from Vladance - BeltBalancer Imp into BBB, so I can finally delete UPS-killer Vladance. Perhaps also some kind of filter (to select which exit certain items take. Like a vanilla splitter, but with more exits.)?

7 hours ago

Hey there! :)
I saw you implemented a prority-function, thats great! And I saw your renewed mention in the changelogs. :D

Two things I noticed:
1. The error message disappears far too quickly and is too dark, making it really difficult to read.
2. Is it correct that the balancers are now "storing" a large number of items? I placed four balancers, one with a priority setting and five outputs (each output was three to four belts long). It took 1520 batteries to fill all the belts (without stacking!).
Even stranger: once the priority belt was full, it took a long time for the other conveyor belts to fill up (as if a kind of "stock" had to be built up first).

6 hours ago

Better Belt Balancer avoids a UPS hit by building "real" balancers out of belts and splitters on a hidden surface and linking them to the inputs/outputs of the balancer parts placed by the player.

As such, items are "stored" in the balancer when they're on one of the hidden interior belts/splitters of the balancer.

When priority is enabled on a balancer, a lot more belts and splitters are needed internally to implement the priority feature. This means that the amount of items that can sit inside the splitter increases.

If the splitter isn't blocked and items are flowing freely the delay from the hidden belts shouldn't be very long (the internal belts are very fast), but if the splitter is blocked on output it will buffer a substantial number of items inside it, the same way a physical splitter made out of belts would.

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