Linked Belts


Quantum connection between belts; UPS-free, multiplayer, multiple forces and surfaces compatible

Content
8 days ago
1.1 - 2.0
5.56K
Cheats

b [Fixed] Bob's + SA incompatibility

9 months ago

Crashes when using bob's mods. Bob's Logistics I believe.

LinkedBelts 0.1.5
bobinserters 1.3.2
boblibrary 2.0.0
bobenemies 2.0.0
bobinserters-tweak 2.0.0
bobores 2.0.0
bobplates 2.0.0
bobtech 2.0.0
bobassembly 2.0.0
bobclasses 2.0.0
bobelectronics 2.0.0
boblogistics 2.0.0
bobmining 2.0.0
bobpower 2.0.0
bobrevamp 2.0.0
bobwarfare 2.0.0
bobmodules 2.0.0
bobvehicleequipment 2.0.0

22.272 Error ModManager.cpp:1758: Error in assignID: entity with name 'linked-bob-turbo-underground-belt' does not exist.

Source: linked-express-underground-belt (linked-belt).

9 months ago

Are those all the mods that you have enabled? Are you playing with Space Age enabled?

9 months ago

Yes and Yes. I do have quite a few other mods enabled but all of the logs and VSCode Lua debugging variable inspection shows this is just linkedbelts/bob interaction as far as I can tell. If you have any issues fixing it an easy option might just be a config setting to add items/entities to skip.

16 days ago

The error doesn't occur if space-age is disabled, so I think it is because Bob removes the bob-turbo-underground-belt in place of using SA's turbo-underground-belt, but not before Linked Belts references it. Ideally Bob would make this more consistent on their end, but since the issue (upgrade target gets removed) also happens with other mod combinations, I do plan to fix it on my end.

16 days ago
(updated 16 days ago)

For reference, since I don't have the DLC, do you get two belts with the same speed if load the game with Space Age and Bob's mods?

If so, then it's technically an incompatibility between SA and Bob's logistics.

8 days ago
(updated 4 days ago)

Hi, the fix I was thinking of has problems, and since I don't think it's possible to solve this issue on the LinkedBelts side (I still encourage you to report the SA+Bob's incompatibility to the developers of Bob's logistics if they aren't aware of it yet), I added a startup setting that will stop LinkedBelts referring to entities it doesn't create.

So if you enable that startup setting (before adding Bob's logistics, else it will crash) you should be able to play with SA+Bob's Logistics+LinkedBelts.
Let me know if there are any problems.

Do note that if the mods are updated to remove the duplicate underground belt, or if they are loaded in a different order, the linked belt based on it might disappear, so enable the setting at your own risk.

If playing with Bob's Logistics and Space Age doesn't result in two belts with speed 60 i/s, then let me know, since then the error can probably be properly fixed.

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