Thanks for allowing Happiest Baby to be a part of your family. Whether you're storing SNOO for your next baby or repacking it to ship back, here's your step-by-step guide on how to disassemble SNOO and repack it in the original box.
Our shipping team is standing by to attempt to repack your package to be APO/FPO friendly. If a package is over the APO/FPO regulation size, we will attempt to repack it for you. All you pay is the additional postage and handling fee.
Good Morning/Afternoon, We are in the process of becoming SQF certified at our Storage and Distribution center which repacks many items and then reuses the empty boxes. My biggest issue is that they do not remove the prior label and sometimes it shows underneath the new label or the new label peels. My first question is should they be required to remove the original label prior to shipping? Could this be a liability if the new label peels off? My second question is we are dealing with multiple allergens so is it acceptable to repack an item into a box that previously contained a different allergen? For example repacking cottage cheese in a box that had tuna. All items being repacked are sealed with no open food contact. I want to apologize in advance if there is already any threads already available on this topic I looked but could not find the specific answer I was referring to. This topic has been bothering me ever since we started moving forward with wanting to become SQF certified. Thank you everyone for your time and feedback! I appreciate every one of you!!! Sincerely, Chris
If you are only repacking sealed containers into boxes that are completely intact, I think you should be fine as your not repacking the retail containers. Obviously if something has leaked or the carton is damaged, it should not be reused.
I disagree with repacking in boxes with different allergen matrices - if your label peels off, you have a potential labeling violation on your end. Also - how do you know what the packaging has been exposed to at the initial manufacturing facility, especially if that facility only deals with one type of allergen?
They asked us to unpack the units, saving the custom packing materials, dismantle the units, test, replace defective parts, reassemble, repack, and palatalize. This was a labor intensive process and there was no means to automate anything and the company already had a large investment in this problematic inventory.
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Update - 31 August 2015 - Version 3.1.3 ReleasedHey, this is my magazine repacking mod. It lets you consolidate your non-full magazines so that you don't just walk around with a bunch of almost-empty magazines all the time like an idiot.Description:- Allows the player to repack the ammo in his magazines.- Default keybinding to open the Mag Repack dialog is "Ctrl+R", this can be customized via the options menu in the Mag Repack dialog.- Pressing "Alt+Shift+Ctrl+Backspace" will reset the keybinding to the default setting (in case the player forgets what he changed his keybinding to).- The player may choose a magazine from a list of all of his magazines to be the "Source" magazine and then he may choose a magazine from a list of all of his magazines of the same ammo type as the Source magazine to be the "Target" magazine (or vice versa). As soon as the Source and Target are both defined, bullets from the Source magazine will automatically start repacking into the Target magazine.Notes:- The addon version requires CBA.- This is my first time creating any kind of UI, and I haven't tested it out on a screen that isn't 1920x1080, so if your monitor has a different resolution, you should let me know how it looks...- The mod lets you repack bullets from different kinds of magazines as long as the two magazines you're repacking use the same ammo. Unfortunately, there are some problems with the actual classnames of the different ammo types.- For example:
- I may release an update soon that will make the mod ignore the tracer part of tracer rounds so that you can repack any ammo type with its tracer counterpart. Or maybe BIS will fix the classnames, I dunno.Future Plans (should I ever return to ArmA modding):- Custom sounds- Custom animations- The option to keep empty magazines instead of automatically discarding them when you fire the last bullet. (Right now, I'm not sure this is possible. I created a script that would let you keep your empty magazines, but when you have a magazine with 0 bullets in your inventory, any scripting commands related to magazines don't work properly.)- Ammo boxes (like the ammo crates currently in the game but filled with bullets instead of magazines) which can be carried in a backpack or deployed on the ground.- The ability to repack from magazines in nearby players' inventories (with their permission).Changelog:
- 3.1.2 (thanks to GiPPO) - Fixed: GUI bugs caused by the latest ArmA 3 update. - Fixed: Not all belt magazines were recognized as belt magazines (anything with 100 or more bullets will count as a belt now). - Fixed: Tracer ammo and non-tracer ammo were able to be mixed together. - 3.1.1 - Fixed: RPT error. - 3.1.0 - Fixed: Error dialogs popping up about the scrollbars. - Removed: Mag Repack logo from the bottom left of the main dialog. - Overhauled keybinding system. It now allows just one key and any combination of Shift, Ctrl, and Alt modifiers. For example: "Ctrl+R", "Alt+J", "Shift+Ctrl+N", "Shift+Alt+Ctrl+Space", etc. - Redesigned Keybinding dialog based on the new keybinding system. - Magazine type (i.e. whether the magazine is a belt magazine or a regular magazine) is determined by the magazine's "nameSound" config entry instead of just being based on the magazine's capacity. - Rewrote 40mm grenade conversion system so it no longer uses a predefined list. - 3.0.2 - Fixed: Updated UI classnames to be unique so as to avoid possible conflicts. - Fixed: An issue with the keybinding not being recognized if another key wasn't pressed between keybinding presses. - Changed "MagRepack_config.cpp" file extension to ".hpp". - 3.0.1 - New: Pressing the keybinding while the dialog is open will now close the dialog. - Back-end optimizations. - Adjusted size of the Mag Repack logo to be slightly smaller. - Fixed: Now uses the keyName command to get the Strings associated with each keyboard key instead of having them hardcoded like an idiot. - New: Can now change the bullet and belt repack times via outlw_MR_bulletTime and outlw_MR_beltTime variables (script version). - All default repack times slightly increased. - Fixed: Changed script version init file name to "MagRepack_init_sv.sqf" to avoid conflict when user has the addon version installed while playing on a server running the script version. - 3.0.0 - Removed: Everything. - New: Added a GUI. - New: Players may now repack bullets from different types of magazines as long as both magazines use the same ammo. - New: Players may now convert 1rnd 40mm magazines into 3rnd 40mm magazines and vice versa. - New: Players may now change their keybinding. - New: Optional debug info. - Fixed: Added animations for prone, launchers, and no weapon. - 2.1.4 - Reverted back to 2.1.2. - 2.1.3 - Fixed: Now uses CBA's Extended Pre-Init EventHandlers instead of the Post-Init ones which were broken with the ArmA 3 Beta update. - 2.1.2 - Fixed: Uses "hintSilent" instead of "hint" for most cases. - Fixed: The sorting function is now a proper function available in the player's function library. - 2.1.1 - Fixed: Now works with latest ArmA 3 Alpha Development Build - 2.1 - Fixed: Changed a global variable to be less likely to cause mod incompatibility. - 2.0 - New: Animation changed to 'Gear' animation. - New: Magazine types are now repacked one by one. - New: How long it takes to repack each magazine type depends on how many bullets of that magazine type need to be repacked. - New: A magazine type can be skipped by pressing the 'Space' key. - New: Repack can be exited by moving (if player is inside a vehicle, getting out will exit, pressing movement keys will do nothing). - Fixed: Player can no longer repack magazines while in the driver, gunner, or commander seat of a vehicle. - New: Informational hint after repacking now displays each individual magazine ammo count from before and after the repack. E.G. [15,16,12,5,3] >> [20,20,11] - New: While repacking, a hint displays which magazine type is being repacked and the current ammo counts of each individual magazine of the current magazine type. - Fixed: Vaulting and reloading are now disabled during repack. - 1.3 - Initial release.
Great idea! However, I think the process should take a lot longer. It takes away a part of the charm that you have to manage your half empty mags, so it should not be magically fixed in 5 secs. If it would take maybe 20 sec, the player would make sure he's in a safe position before doing this. However, then you need to be able to break out the animation, and abort the repack.
The new update makes it so the player repacks each magazine type one by one. It tells you which type of magazine you are currently repacking and gives you the option to either skip to the next magazine by pressing 'Space' or exit the repack altogether by pressing any of the movement keys (D, A, W, S).
How long it takes to repack each magazine type is dependent on how many bullets you are repacking for that magazine type. So it won't take long to repack two half-empty 20rnd mags, but it will take quite a while to repack five half-empty 200rnd box cases.
EDIT: Hey, so I just checked it out, and you can repack your magazines while in a vehicle, but you can also do it while you're the driver or gunner which is not good. So...I'm gonna make it so you can only repack if you're a passenger and if you get out of the vehicle mid-repack, you stop repacking. 2b1af7f3a8