the test I did last when I said only logistics mod, literally had nothing but the logistics mod in the mods folder, I copied the installation of factorio and deleted everything else from the folder to do a propper test, and the result was that it worked fine.
your screenshots will actually help me figure out what is causing the problem though, for starters, when you typed it out, you forgot the last and probably most important part "id of recipe", that lets me know that it is a problem with recipes, rather than items or entities. and the first part of the error seems to indicate that something is trying to access said recipe when it doesn't exist. So it is most likely an error in the way I'm trying to unlock recipes.
Did you try it with just boblogistics, and no other mods, not even my mods? it could be one of the other mods that you're loading causing it to error, in which case knowing which mod would be useful to tracking down the problem.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
I thought the error would be something like that, it means that DyTech Metalurgy either adds a research with the same name as one of mine without the materials that mine unlocks, causing it to try and add a recipe that doesn't exist, or vica verca.
in either case I need to download and look through DyTech Metalurgy to find the cause of the problem so I can fix it.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
ugh, I see what I've done here. I have the files that create all the items, entities and recipies added into data.lua, but I also have some things that look into DyTech metalurgy and add some of the pipes unlocks to some of the metalurgy recipes, defined in data-updates.lua.
this means that since Bob's Logistics loads before DyTech Metallurgy, there is no such thing as a tungsten-plate, bronze-alloy or brass-alloy (yet), so it doesn't create the items, entities and recipes for said pipes. then it finishs loading all the mods, such as DyTech metalurgy, where DyTech's researchs exist. then it loads the data-updates files, and finds that DyTech's researchs exist, and therefore tries to add the non-existing recipes to the list. This results in your error.
the solution: Add an optional dependancy for DyTech metallurgy.
Update linked on the first page.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
this happens very often with all kind of materials, ores, plates etc.
sometimes it helps if items are picked manually from tunnel entrance but after a while it could jam again. however if it's first goes through blue tunnel, it normally works with faster tunnels without problems.
factorio 0.11.8
bob's logistics 0.1.5 (and all other bob's mods, latests versions)
is it specifically when there's another belt imediately after the underground belt entrance, or just any high speed underground belt?
I know the devs have been playing with how inserters work, and part of that was playing with underground belts to make it so they can't pick/place from an underground belt, perhaps something they've been tinkering with for 0.11.10 broke it?
The problem is likely how the underground belt is interacting with the speed of the belt, in which case there's nothing I can do other than change the speed.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
Got the same underground belt problem. Changed the value of distance_to_enter to 0.5 and it works now. Well, let's see whether it has broken something else.
Ugh, I updated all the values of the inserters to make them work in the new version of the game, I didn't think to check to see if they've changed values of the underground belts.
I'll take a look at it, and see if I can fix things... see if I even get the bug myself too.
As I'm sure I've already mentioned, My mods are not currently in active developement, I'm just hanging around to fix any bugs that crop up right now.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
changed distance_to_enter to 0.50, as El-L obo suggested, in green/purple belt lua files and looks like that fixes all those problems seen in tests, no idea if something else is broken.
I did some basic tests myself today, didn't seem to have any issues, but if you think that change to distance_to_enter helps, I might make it myself for the next version.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.