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The mod provides 3 additional underground belts, v1, v2 and v3. If you attempt to stretch a belt and you hit something that would generally require an underground belt, it will only look in your inventory for v1, not v2 or v3. It should prioritize the largest one first and fall back to the other versions; since any of them could work.
In the mean time, there is no sense in applying the v1 when v3 is far superior.
To do this (for anyone else doing this), I updated the data.lua, line 230:
The mod provides 3 additional underground belts, v1, v2 and v3. If you attempt to stretch a belt and you hit something that would generally require an underground belt, it will only look in your inventory for v1, not v2 or v3. It should prioritize the largest one first and fall back to the other versions; since any of them could work.
In the mean time, there is no sense in applying the v1 when v3 is far superior.
To do this (for anyone else doing this), I updated the data.lua, line 230:
It was:
BetterBelts_addEntity_Belt(className .. "-transport-belt",classSpeed, className .. "-underground-belt-v1")
I changed it to:
BetterBelts_addEntity_Belt(className .. "-transport-belt",classSpeed, className .. "-underground-belt-v3")
This allows me to use the v3 belt but the same problem still applies but I won't be using the v1 or v2 belt.
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