An automated repair arm for the early and mid-game. Uses repair packs to repair buildings and vehicles in a 7×7-tile area. Prioritizes the most heavily damaged targets.
"accumulator" ones are not just visually buggy or inaccessible for direct managing, but also are uninsertable by normal inserters (cannot put repair packs in it and therefore arm itself is not functioning at all).
it happens randomly roughly in 50% cases. seems like it its not dependant on coordinates, build order or etc
However it is behave kinda strange - at first it appears only as inserter base and still opens with power management interface, but after 1-2 seconds actual arm rendered and on click it opens inserter-like interface window with inventory slot available.
I mean, yea, it is working, just slightly confusing and possible allowing some exploits.
Unfortunately these side effects cannot be avoided.
I initially wanted to develop a real repair inserter. But unfortunately, that would also cause unwanted side effects. That is why I am using a neutral prototype base.
The inserter base appears without a inserter arm because it isn’t a real inserter, it just uses the graphics of the inserter. The real inserter renders the arm using a routine that isn’t accessible via the API. That’s why the arm only appears after placement.
I’m not really happy with the solution either, but at least it works.
A better solution is definitely the Repair Turret by Klonan.