Automatically repair damaged *items* in logistical network

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Hares
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Automatically repair damaged *items* in logistical network

Post by Hares »

TL;DR
Damaged items should be automatically repaired once they enter logistical network
Why?
  1. Currently, there's no way to repair them remotely as there's no way to tell robots to deploy an exact item
  2. Damaged miners & pumpjacks can only be repaired if placed on a resource node, which there might be none nearby
  3. Robots do already heal any damage upon reaching roboport, personal or not
  4. Damaged items can stack only with damaged items, which can break logistical trains conditions. No more wonder why the train never departing
  5. For the automation purpose, these items are indistinguishable from the normal, undamaged items
Yep. Logistical train
See Also

Edit: Attachments disappeared & reuploaded
Edit #2: Added "See Also"
Last edited by Hares on Tue Dec 17, 2024 4:32 pm, edited 1 time in total.
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Re: Automatically repair damaged *items* in logistical network

Post by Hares »

dmikalova wrote: Wed Dec 11, 2024 6:17 pm There's a mod for that

https://mods.factorio.com/mod/inventory ... discussion
That:
  1. Is a mod which limits its usage
  2. Only repairs items from your inventory, according to mod's description
secelt
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Re: Automatically repair damaged *items* in logistical network

Post by secelt »

this is a great idea! i can imagine construction bots moving over to the logistic chest containing the item and repairing it like an entity. they could also repair damaged items in the player's inventory by hovering over them. personal roboports would be even more useful!

speaking of which, being able to hold a repair pack and right-click on any item (whether in an inventory or on the ground, maybe even on a belt) to repair it without building it first would be great, too!

all this would consume repair packs, of course.
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Re: Automatically repair damaged *items* in logistical network

Post by mooklepticon »

+1 request for this.

I had a stack inserter line get clogged because the ingredient inserter were damaged and thus the assembler wouldn't craft.
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