Accidentially made 42K repair packs... now what?
Accidentially made 42K repair packs... now what?
Hello all, it seems I forgot to limit my repair pack production and I now have 42K repair packs.
Any suggestions on what to do with this?
Can I automate getting rid in some interesting way?
Would appreciate comments or ideas. Thank you.
Any suggestions on what to do with this?
Can I automate getting rid in some interesting way?
Would appreciate comments or ideas. Thank you.
Re: Accidentially made 42K repair packs... now what?
Stop making more and let them be used by defense stations that are repairing walls after biter attacks?
Re: Accidentially made 42K repair packs... now what?
Takes a lot of biter attacks to use those up
There are recycling mods to deconstruct items. Like this:
https://mods.factorio.com/mod/reverse-factory
There are recycling mods to deconstruct items. Like this:
https://mods.factorio.com/mod/reverse-factory
Re: Accidentially made 42K repair packs... now what?
they are also used in Nanobots
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Re: Accidentially made 42K repair packs... now what?
Base game you got 2 options:
- Repair stuff with them.
- Box 'em and destroy 'em.
Re: Accidentially made 42K repair packs... now what?
make a train that endlessly bumps into a closed gate, with a repair station close5thHorseman wrote: ↑Sun Feb 17, 2019 4:01 pm Base game you got23 options:I personally would make a little "repair supply" depot, to supply all "defense" bot stations. At least, you don't have to worry about repair for the rest of the game
- Repair stuff with them.
- Box 'em and destroy 'em.
well, its kinda option 1, but you dont need biters for it
You could even control that gate, once repair packs are down to 1k, you open the gate and let the train arrive at a station that has a speaker and announces its job done
should be a nice beginners guide to circuits and will forever (well, not really ) remind you to somehow control your assembler outputs
Re: Accidentially made 42K repair packs... now what?
It's quite tricky to setup and I doubt I still have the save, but for one game where I had a load of leftover stuff I did this:
- Managed to find a HUGE island, totally surrounded by water, with aliens on it.
- I built all around the island without actually joining to it but safely out of range of anything that could shoot, and upped the pollution over it as much as possible to encourage their growth.
- I built a single-square-wide land-bridge which led towards my base.
- That land bridge pushed the aliens through a very zig-zaggy bit of wall which kept them in a nice cone.
- In the middle, I put requester chests, which were programmed on what to request via the circuit network.
- Behind that there were half-a-dozen flamethrowers, always kept filled up, aimed so that they hit the requester chests and the incoming aliens.
- When the aliens were sufficiently annoyed, they came through, the flamethrowers killed them all and took out whatever was in the requester chests.
- Because it was all inside bot-range, everything would get repaired if destroyed and there was a "real" defence just behind the flamethrowers.
It used up an awful lot of repair packs to repair the walls etc., and quite a few repairing bots were taken out by the aliens, but it was a nice fun automated disposal mechanism for anything I didn't want.
Other than that, not much you can do. I generally just make a single storage-chest full of each item. Only at the beginning of the game, with limited resources, do I bother to limit the maximum items one can hold. And I generally only change that to, say, make up to 8000 items even late in the game (so that a chest still has room to request whatever might be lying around in the network).
Only in extreme resource shortage do I do anything about a previous overproduction - by reducing the maximum to 200 items, which means that it starts sucking up excess stock rather than make any more.
If you need to use up repair packs, you need to create broken things in an automated way. That generally means either damaging trains (you can sort-of whack them against gates if you try hard enough, but they are then hard to replace if you go too far), or shooting at aliens and catching something in the crossfire.
- Managed to find a HUGE island, totally surrounded by water, with aliens on it.
- I built all around the island without actually joining to it but safely out of range of anything that could shoot, and upped the pollution over it as much as possible to encourage their growth.
- I built a single-square-wide land-bridge which led towards my base.
- That land bridge pushed the aliens through a very zig-zaggy bit of wall which kept them in a nice cone.
- In the middle, I put requester chests, which were programmed on what to request via the circuit network.
- Behind that there were half-a-dozen flamethrowers, always kept filled up, aimed so that they hit the requester chests and the incoming aliens.
- When the aliens were sufficiently annoyed, they came through, the flamethrowers killed them all and took out whatever was in the requester chests.
- Because it was all inside bot-range, everything would get repaired if destroyed and there was a "real" defence just behind the flamethrowers.
It used up an awful lot of repair packs to repair the walls etc., and quite a few repairing bots were taken out by the aliens, but it was a nice fun automated disposal mechanism for anything I didn't want.
Other than that, not much you can do. I generally just make a single storage-chest full of each item. Only at the beginning of the game, with limited resources, do I bother to limit the maximum items one can hold. And I generally only change that to, say, make up to 8000 items even late in the game (so that a chest still has room to request whatever might be lying around in the network).
Only in extreme resource shortage do I do anything about a previous overproduction - by reducing the maximum to 200 items, which means that it starts sucking up excess stock rather than make any more.
If you need to use up repair packs, you need to create broken things in an automated way. That generally means either damaging trains (you can sort-of whack them against gates if you try hard enough, but they are then hard to replace if you go too far), or shooting at aliens and catching something in the crossfire.
Re: Accidentially made 42K repair packs... now what?
Question, how did you accidentally make 10 steel chests worth of repair packs? Usually you put a 1 chest at the end of the line, did you have 10 chests just catching repair packs?
Re: Accidentially made 42K repair packs... now what?
It was propably an active provider chest instead of a passive one.
So they floated the network.
So they floated the network.
Re: Accidentially made 42K repair packs... now what?
Send them into space as care packages for the aliens!
Re: Accidentially made 42K repair packs... now what?
fill up all roboports, buffer the rest
Re: Accidentially made 42K repair packs... now what?
Personally I'd just store them for later. That's a lot of repair packs to go through, but if the game lasts long enough you might see them all get used.
But the easiest way to get rid of them would be to setup a separate spot and place a lot of chests with requests for repair packs. Then nuke it/flamethrower it/grenade it/etc. Make sure to remove the auto blueprints after.
But the easiest way to get rid of them would be to setup a separate spot and place a lot of chests with requests for repair packs. Then nuke it/flamethrower it/grenade it/etc. Make sure to remove the auto blueprints after.
Re: Accidentially made 42K repair packs... now what?
This definitely made me laugh. Mostly because I have done this multiple times with other products.
Me: "What the hell am I going to do with 4800 stone furnaces?"
Me: "What the hell am I going to do with 4800 stone furnaces?"
Re: Accidentially made 42K repair packs... now what?
now start a new game