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Building Damage

Posted: Mon Feb 25, 2013 11:48 am
by Bigspanners
Not if its a bug as there is no other way of repairing building. but a damaged building when put back in to you inventory and is placed again as a new building. fixed my magic?

Re: Building Damage

Posted: Tue Feb 26, 2013 2:28 pm
by kovarex
We need to specify some good way to sort this out, we need.
  • Concept to repair buildings
  • Way to preserve the building damage when these are items and use the same progress bar as with mining axe etc. The question is, should two turrets with 1/3 hp and 1/3 hp merge into one 2/3 (this is the way pick axes work, or should they stay separated?

Re: Building Damage

Posted: Tue Feb 26, 2013 5:25 pm
by Mark
kovarex wrote:We need to specify some good way to sort this out, we need.
  • Concept to repair buildings
  • Way to preserve the building damage when these are items and use the same progress bar as with mining axe etc. The question is, should two turrets with 1/3 hp and 1/3 hp merge into one 2/3 (this is the way pick axes work, or should they stay separated?
Hammer to repair buildings? Would use up the materials it is originally made up of. Then maybe have an advanced omni-tool that does everything? In the later stages of the game?

Re: Building Damage

Posted: Tue Feb 26, 2013 7:36 pm
by EditorRUS
It can be easily implemented with replacing items and materials, which used in craft.

Re: Building Damage

Posted: Tue Feb 26, 2013 8:32 pm
by Bigspanners
Maybe a wielding tool which has to be loaded with iron plates and iron gears?

Re: Building Damage

Posted: Wed Feb 27, 2013 8:49 am
by EditorRUS
Maybe a wielding tool which has to be loaded with iron plates and iron gears?
LOL.
Also, maybe you wanted say "welding"? Wield - брать в руки, экипировать. Weld - сварить (как сварка).
Image

It can be easily implemented.
Player can craft wrench, welder, and screwdriver.
Player unwelding an armor from machine, get info about damaged parts (you see here four damaged gears, two cutted wires, and one screwed circuit), action after depends from type of part:
gear - unweld, unwrench
wire - unweld
circuit - unscrew
iron plates - unweld
steel plates - unweld
And other.
After that player inserts new detail, %insert action here% it, and wrench armor to place. Oh, and yes. Machine shouldn't working, and having electricity, because it can cause short circuit (wires and circuit), damaging machine much more (gears), or other !!FUN!! things.

Oh, and yes. If idea with Craft: Materials would be implemented, then this algorithm will have 2 uses instead one.

Re: Building Damage

Posted: Thu Feb 28, 2013 7:52 pm
by slpwnd
This sounds more like an idea than a bug to me. So I moved the topic.

Also there is a mod already which allows repairing: https://forums.factorio.com/forum/vie ... f=14&t=312

Re: Building Damage

Posted: Thu Feb 28, 2013 9:27 pm
by Mysteria9
kovarex wrote:Way to preserve the building damage when these are items and use the same progress bar as with mining axe etc. The question is, should two turrets with 1/3 hp and 1/3 hp merge into one 2/3 (this is the way pick axes work, or should they stay separated?[/list]
I think they should stay separated, but allowing the player to manually merge them could be neat. Perhaps by putting them into a certain building?

Re: Building Damage

Posted: Thu Feb 28, 2013 10:23 pm
by MF-
Mysteria9 wrote: I think they should stay separated, but allowing the player to manually merge them could be neat. Perhaps by putting them into a certain building?
That would make sense.
But then you need to do the repairs in another building (sure, why not. Good idea.), because it would be way easier to repair than "turn one into spare parts for the other one"

Re: Building Damage

Posted: Mon Jun 01, 2015 11:04 pm
by Cordylus
Outdated
The buildings can be now easily repaired by the construction bots.