Beyond Belts

by knniDE

Adds 3 belt tiers past Turbo: Hyper (90/s), Extreme (120/s), and Ultimate (150/s). Includes splitters and underground belts, with loader support for multiple mods. Lane splitters are provided automatically when the Lane Balancers mod is installed.

Content
13 days ago
2.0 - 2.1
663
Logistics

g Adjustable Speed/Length

12 days ago

I am unsure if I am misreading or if this is a bug due to recent update. Do you intend to allow all belts to be configurable or just the new ones you provide? I am only seeing the 3.
When i saw "15" I assumed you included vanilla belts too. Who would use these expensive belts and make them as slow as base yellow? Hahaha.

"
All speeds (15–180 items/s) and underground-belt reach values are individually configurable in the startup settings.
"

11 days ago

Only new belts from this mod are configurable

Do you want the default belts to be editable? I'd be happy to see what's possible. But please tell me first why I should do this.

Sure, it doesn't make much sense to slow down the new belts, but I included the settings so that users can customize them for any scenario. Also, because it might compete with other mods

11 days ago
(updated 11 days ago)

In hindsight, that makes perfect since. I was letting my hope blind my reason it seems.

I would love it if you did include more "belty" options within your mod, but should you? Here's my view as I approached your mod, maybe that'll give you some insight and help you determine if it fits your vision of your mod.

I just got off of testing out Py where I designed some new inner-base production block barriers [see YouTube -Bigfoot - Big Base Engineering - Standard Detail chapter if you want more detail] that work hand in glove with the longer underground length belts that come with Py.

With 2.1 I want to start my first true mega-base. For that, some new higher tier belts sound very useful. Your mod has the most professional presentation of all the belt mods that I seen. I trust that your mod will work. And its compatible with loaders I use and etc. Awesome! It'll likely be 100 or so hours before I really know if your mod will work for me, but I have faith in it.

But now I've got to download some other mod to increase the vanilla belt underground length by 2. Some other mod that I dont know how active the developer is or if it'll end up causing some issue down the road.

I recognize that in vanilla belts are cheap. So why shouldn't I use a higher tier belt if I want longer reach? I use belt speeds to cap my production rate often. I intentionally use lower tier belts in some instances to prevent over-production.

I prefer to have as few mods as possible for any given playthru. I feel it decreases the likelihood of conflicts or base-breaking scenarios.

Does your mod need to have the ability to modify all belts in one easily configurable location? No. It might benefit it though.

I apologize for the long winded response, but I felt your question warranted a proper one.

11 days ago

Hey, thanks for taking the time to write all that out

I genuinely love this kind of detail, it makes it so much easier to understand where u're actually coming from instead of guessing.

If I get this right, it's mainly about not wanting to pull in a whole extra mod (with its own uncertain maintenance status) just to tweak vanilla underground reach.

So heres an idea: instead of bloating this mod with vanilla-belt settings that dont really belong to it, I could spin up a small separate mod that just makes the default belt values (incl. underground, splitter & ect) editable. Tiny mod, narrow scope, but it'd give you (and anyone else who wants it) full freedom to dial in speed/reach for any belt however fits your playthrough, without forcing those options onto everyone using this mod.

let me know what you think of that approach!

11 days ago
(updated 11 days ago)

That sounds amazing. I love the modular approach. That might initially sound contradictory to my previous claim that I try to limit amount of mods. Hear me out - that doesn't apply when its multiple modular mods from the same author.
I fully understand your hesitation to bloat up a narrowly focused project with tertiary features that while related, are not in the scope.
Yes, this, love it.

A request mixed in with a suggestion, if I may? I, and I'm sure many other, suffer from this little issue of a very long mod list. It can be difficult to find mods that are designed to go together. Unless, of course, they have the same name prefix.
For instance, if you want something from Bob's you know everything they made for that modpack starts with "Bob's".
Obviously that doesn't work in every scenario but in this case I feel it appropriate. Your fully customizable 3 new tiers of belts mod and a fully customizable vanilla settings mod feel like they are modules of eachother. Not only that, but it feeds into author recognition. Im over simplifying so I hope you get what I mean.
Something like "Beyond Belts - Editable Vanilla Belts" or whatever.

Hey, thanks for getting back to me on my initial inquiry and for considering my input. I just wanted to make sure I wasn't missing something in the settings or something, and I had no intent to bark up your tree "Make me a mod!".

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