
Disaster Core Belts
Factorio 2.0 mod that introduces belt engines which consume energy to move connected belts
Full preview with animations at mod github page
Features
- [Version 1.1.0] Variable speed of belt-like entities in a belt-like entities section depending on the ratio of engine power to the power required by the section; you can trade speed for section size.
- Belt-like entities (belt, underground-belt, splitter) no longer move by themselves; to make them move, a Belt Engine must be connected to the side of the belt-like entities section
- Belts working state can't be controlled by circuit network (reading content of the belts by circuit network is available)
- New stat for belt-like entities Drive resistance - defines how much resistance one unit of belt-like entity adds to belt-like entities section that must be overcome by Belt engine to make section move
- New entity type Belt engine with stats Energy usage and Power are required to be placed near belt-like entities to make them move

- Circuit network can control working state of the Belt engine and with it the state of the connected belt-like entities section
- Mod introduces new term belt-like entities section - logically continuous connected collection of the belt-like entities (of the same tier - optionally since 1.3.0) which must be powered by belt engines to move
- One belt-like entities section supports up to 3 Belt engine, each consecutive belt engine provides half of the power of the previous (if there are more than 3 engines, the top 3 by power are picked)
- Mod adds util entity type section-divider that allows split belt line to smaller sections
- Minor change in the starting technology tree: the logistics node now opens access to the first Belt engine (which depends on steam power and electronics), and the research unlock trigger was changed to crafting 10 transport belts
- [Version 1.4.0] New tool Beltlikes sections overlay provides info about hovered belt-like entities section

Mod integration into existing save
Important Back up your save before loading it with this mod.
- First load triggers a one-time migration (beltlike revaluation). This can take a while ... ~45s on a save with ~150k beltlike entities.
Recommended: run the first load in singleplayer, save, then use that save for multiplayer.
- After migration, all belts stop until you connect belt engines to their sections.
Optional — skip beltlike revaluation
Useful for large factories if you want to keep belts running and add belt engines and section dividers gradually instead of everything stopping at once.
- Enable the startup setting
Initialization: Skip beltlike revaluation for existing save(Mod settings → Startup). - To run revaluation later, the host can use the command
/disastercore-belts_force_revaluate.