How to get rid of item less than 100% health?

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NineNine
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How to get rid of item less than 100% health?

Post by NineNine »

I have a single item that is less than 100% health. I have a blue chest that asks for those items. Invariably, when that one item ends up in my requester (blue) chest, and tries to get inserted into the assembler, everything stops. I have to manually clear it out of the inserter to get things moving again. I can't, for the life of me, figure out how to get rid of this item. I'd be happy to fix it, destroy, it, whatever, just so that it stops stopping my factory. How do you get rid of an item that is less than 100% health?
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Re: How to get rid of item less than 100% health?

Post by Rseding91 »

Repair pack and fix it?
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Re: How to get rid of item less than 100% health?

Post by NineNine »

Rseding91 wrote: Sun Jul 27, 2025 11:05 pm Repair pack and fix it?
Sure, but how do I grab it, physically? You can't select for partial health things to deconstruct, or to grab with an inserter. If you right click on it when an inserter is holding it, it just gets dropped into a yellow chest, and then it arrives again, eventually. I don't know how to do anything with it inside of my bot network. As far as I know, there's no way to select things of varying health.
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Re: How to get rid of item less than 100% health?

Post by coffee-factorio »

There's inventory slots in a roboport. If the area of the factory is not remote, anything in the construction area gets automatically repaired. The port itself needs construction bots.

If it is remote, a spidertron or tank might have to be driven near it, with a personal roboport in the equipment grid and adequate power (of course).

Edit: By remote, I mean it's disconnected from a large robot network hub.
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Re: How to get rid of item less than 100% health?

Post by NineNine »

coffee-factorio wrote: Mon Jul 28, 2025 1:53 am There's inventory slots in a roboport. If the area of the factory is not remote, anything in the construction area gets automatically repaired. The port itself needs construction bots.

If it is remote, a spidertron or tank might have to be driven near it, with a personal roboport in the equipment grid and adequate power (of course).

Edit: By remote, I mean it's disconnected from a large robot network hub.
I didn't know that stuff in robotports gets automatically repaired. That's super cool.
But, how would I get this thing into a roboport?
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Re: How to get rid of item less than 100% health?

Post by coffee-factorio »

If it's a part of the base, the logistic network does this automatically.

A passive provider chest will let your construction robots use any items put into them. I would assume it is the same for a buffer and storage chest, but not a requester chest.

If you have logistics far away from your repair kit section, then opening up the roboport with right click will let you see its inventory.

Do you know how to do the temporary or construction logistic requests that are in 2.0?
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Re: How to get rid of item less than 100% health?

Post by robot256 »

NineNine wrote: Mon Jul 28, 2025 1:02 am
Rseding91 wrote: Sun Jul 27, 2025 11:05 pm Repair pack and fix it?
Sure, but how do I grab it, physically? You can't select for partial health things to deconstruct, or to grab with an inserter. If you right click on it when an inserter is holding it, it just gets dropped into a yellow chest, and then it arrives again, eventually. I don't know how to do anything with it inside of my bot network. As far as I know, there's no way to select things of varying health.
You cannot repair *items* (without a mod). You have to use that item to build an *entity* on the map. The entity (building) will be repaired automatically by robots. Then you deconstruct the building to get an item again, and the new item will have full health.

To make sure it's that particular item that gets built, you either have to go pick it out of the yellow chest manually with your character, or you just get lucky that a bot picks it.
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Re: How to get rid of item less than 100% health?

Post by NineNine »

robot256 wrote: Mon Jul 28, 2025 5:12 am
NineNine wrote: Mon Jul 28, 2025 1:02 am
Rseding91 wrote: Sun Jul 27, 2025 11:05 pm Repair pack and fix it?
To make sure it's that particular item that gets built, you either have to go pick it out of the yellow chest manually with your character, or you just get lucky that a bot picks it.
Right. That's the problem I'm having. How do I single out a single item among many thousands? I can't believe I'd have to manually move my engineer there. I haven't moved my engineer in probably 500 hours (~6 months of real life).
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Re: How to get rid of item less than 100% health?

Post by Tertius »

I tried to recreate this in remote view with a bunch of damaged yellow inserters to craft fast inserters in an assembling machine 3.

A requester chest requests all ingredients, and eventually the damaged inserters will get into that chest.
As soon as the inserter in front of the assembling machine inserted a hand full of damaged inserters, the machine continued to craft until the ingredients already in the input slots of the machine were exhausted. 2 of the damaged inserters were consumed for crafting, resulting in perfectly fine fast inserters. The other 2 were still in the input slots. The input slot for the green chip was empty. The input inserter for the machine has 4 more damaged inserters in its hand, but it didn't drop it into the machine so the whole thing is stalled.

Why was it stalled? My guess is that the input inserter was told to insert inserters but was unable to merge its hand content with the content of the input slot in the destination because of different damage state.

I was able to make the machine continue by manually requesting the missing green chips into the machine. In remote view, you take a ghost of a stack of green chips into your hand, and you insert that ghosts into the machine. Bots will satisfy that request, the machine has ingredients again, and will craft the damaged items away.
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Re: How to get rid of item less than 100% health?

Post by NineNine »

Tertius wrote: Mon Jul 28, 2025 1:15 pm
Why was it stalled? My guess is that the input inserter was told to insert inserters but was unable to merge its hand content with the content of the input slot in the destination because of different damage state.

I was able to make the machine continue by manually requesting the missing green chips into the machine. In remote view, you take a ghost of a stack of green chips into your hand, and you insert that ghosts into the machine. Bots will satisfy that request, the machine has ingredients again, and will craft the damaged items away.
Exactly. I can't figure out a way around this without having to manually intervene. I manually click on the less than 100% health in the inserter's hand to have the bots remove them now.
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