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All this is to say, I love my plaster walls, and would much rather repair them than replace them. The bummer with plaster is that after a few California earthquakes and 100 years of the house settling, the plaster can crack and even pull away from the lath. We had this issue in several spots, plus some pretty bad patch jobs, and lots of chipping.

She narrated her process of cutting a v-shaped crevice in the line of the crack which would provide more surface area for the new compound to adhere to. Here s my brief old house electrical 101 Knob and tube wiring is a pretty interesting technology made up of ceramic pieces that route the electrical wire through the walls.

Substantial wall repair magic

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Factorio Forums

To me it seems that walls are supposed to be a cheap way of keeping biters away from stuff that requires much more effort and valuable materials to build.
However, the need for repair packs makes this statement not true. Each pack costs quite a bunch of iron and copper and up to a three of those can be used up while repairing a single wall making maintenance a significant drag on resources. Besides, consuming copper and iron while repairing something that is made entirely of stone is just ridiculous.

At some point you'd just be willing to replace damaged walls with new ones, though you'll either have to do that by hand or to put up with constant "repair tools needed" warning from robots.

Ideally there should be different repair packs for different types of entities.
At the very least, number of attacks withstood per repair pack should be increased. For example by giving walls some repair multiplier or by giving them high damage reduction instead of high health.

I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too.
I also update mods, some of them even work.
Recently I did a mod tutorial.

FishSandwich Smart Inserter
Posts: 1847 Joined: Sun Feb 23, 2014 3:37 pm Contact:

Re: Wall repair is expensive.

Post by FishSandwich » Fri Aug 15, 2014 9:58 pm

What version are you running? Repair packs were buffed in 0.10 and it takes 1-2 packs now to repair a red damaged wall which is much better.

Adil Filter Inserter
Posts: 945 Joined: Fri Aug 15, 2014 8:36 pm Contact:

Re: Wall repair is expensive.

Post by Adil » Sun Aug 17, 2014 12:50 am

I'm playing .9.8
Anyway, 1-2 packs is of course better than 2-3(-4), though I'm still uncomfortable about wasting metal onto wall repairs. After all, it's just a pile of bricks, not complicated machinery that requires specific tools for repair.
I believe there should be alternatives.
Building thick wall and having robots rebuild destroyed parts works, but this prevents you from storing repair packs in the same network that covers the wall and also results in permanent "packs are missing" pop up. Those limitations don't seem very well justified and probably shouldn't be present.

I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too.
I also update mods, some of them even work.
Recently I did a mod tutorial.

FishSandwich Smart Inserter
Posts: 1847 Joined: Sun Feb 23, 2014 3:37 pm Contact:

Re: Wall repair is expensive.

Post by FishSandwich » Sun Aug 17, 2014 2:58 am

To be honest I always find myself short of stone so would rather use iron and copper(something I always have an abundance of).

Grunex Manual Inserter
Posts: 4 Joined: Sun Aug 17, 2014 12:45 am Contact:

Re: Wall repair is expensive.

Post by Grunex » Sun Aug 17, 2014 2:10 pm

When you have logistic robots, I don't think it's anyhow expensive at that point.

I would personally liked if you could place new walls on top of the damaged ones and those damaged ones should combine health to form new, full health walls.
eg. when you have 2 walls on 50% and you place new wall on top of it, those 2 walls combine their health into 1 new wall.

That would be much faster to repair, so you could continue doing what you love in Factorio. (Unless repairing walls is your thing)

DerivePi Filter Inserter
Posts: 504 Joined: Thu May 29, 2014 4:51 pm Contact:

Re: Wall repair is expensive.

Post by DerivePi » Mon Aug 18, 2014 12:20 pm

Grunex wrote: . I would personally liked if you could place new walls on top of the damaged ones and those damaged ones should combine health to form new, full health walls.
eg. when you have 2 walls on 50% and you place new wall on top of it, those 2 walls combine their health into 1 new wall.

That would be much faster to repair, so you could continue doing what you love in Factorio. (Unless repairing walls is your thing)

Don't think I'd go for more than 100% health on walls, but I'm on board with repairing by replacement. Sounds like a good fit.

Adil Filter Inserter
Posts: 945 Joined: Fri Aug 15, 2014 8:36 pm Contact:

Re: Wall repair is expensive.

Post by Adil » Wed Aug 20, 2014 4:48 pm

Repairing walls with tools made from stone, reparing walls with walls, it kinda equivalent.
Guess, I myself will slap "not-repairable" flag on them and stick with repair-by-rebuilding.

I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too.
I also update mods, some of them even work.
Recently I did a mod tutorial.

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