No; all I've figured out is that it happens sometimes after dying.
I did try placing, replacing contents of, and creating new blueprint before suiciding to see if those reliably make it crash. None did. It only seems to happen if I've been playing for a while.
I can confirm though, that it's after ...
Search found 967 matches: respawn*
Searched query: +respawn*
- Sat Jul 19, 2025 12:40 am
- Forum: Pending
- Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
- Replies: 2
- Views: 202
- Wed Jul 16, 2025 9:50 pm
- Forum: Pending
- Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
- Replies: 2
- Views: 202
[2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
1. Died (to a horde of large biters while attempting to clear a base, if it matters)
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
2. Before I respawned (possibly when the respawn button appeared or when i clicked it, but possibly before, I can't remember) the game crashed. The error/stacktrace indicates that it was due to a consistency check ...
- Thu Jun 19, 2025 6:54 pm
- Forum: Bug Reports
- Topic: [2.0.55] Remote driven tank does not provoke attack by biters
- Replies: 1
- Views: 316
[2.0.55] Remote driven tank does not provoke attack by biters
Hi,
I'm on Vulcanus, and I remote-drove my tank on Nauvis over to a biter nest at the edge of radar range, and surprisingly the biters were frozen. After attacking, they responded normally, attacking my tank; but when I retreated, the new biters that respawned were also frozen.
I loaded the save ...
I'm on Vulcanus, and I remote-drove my tank on Nauvis over to a biter nest at the edge of radar range, and surprisingly the biters were frozen. After attacking, they responded normally, attacking my tank; but when I retreated, the new biters that respawned were also frozen.
I loaded the save ...
- Mon May 12, 2025 5:32 pm
- Forum: Technical Help
- Topic: [2.0.11] Trying to port Nauvis Post Collapse to 2.0
- Replies: 10
- Views: 1223
Re: [2.0.11] Trying to port Nauvis Post Collapse to 2.0
Thanks for the quick reply !!
However ,where should i replace such :
local util = require("util")
local silo_script = require("silo-script")
local created_items = function()
return
{
["iron-plate"] = 8,
["wood"] = 1,
["pistol"] = 1,
["firearm-magazine"] = 10,
["burner-mining-drill"] = 1 ...
However ,where should i replace such :
local util = require("util")
local silo_script = require("silo-script")
local created_items = function()
return
{
["iron-plate"] = 8,
["wood"] = 1,
["pistol"] = 1,
["firearm-magazine"] = 10,
["burner-mining-drill"] = 1 ...
- Thu Apr 10, 2025 11:32 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Demolisher respawned
- Replies: 6
- Views: 923
Re: [2.0.43] Demolisher respawned
Do you know of any way to get a known good save file into this state? This looks like classic memory corruption of the entity position which has historically always been failing RAM/CPU.
- Thu Apr 10, 2025 6:23 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Demolisher respawned
- Replies: 6
- Views: 923
Re: [2.0.43] Demolisher respawned
Hopefully this is it. I apologize for the delayed response.
- Mon Apr 07, 2025 11:13 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Demolisher respawned
- Replies: 6
- Views: 923
Re: [2.0.43] Demolisher respawned
Just now realized that the game also crashes, yes definitely post the log as well.
- Mon Apr 07, 2025 9:37 am
- Forum: 1 / 0 magic
- Topic: [2.0.43] Demolisher respawned
- Replies: 6
- Views: 923
[2.0.43] Demolisher respawned
I have a medium demolisher that has spawned in the starting location of vulcanus. I have a well established base on vulcanus, and this guy should definitely not be here. Yet, here is part of his body. Every time I try to kill him he crashes my game with an error log. Additionally, when I try to just ...
- Wed Mar 12, 2025 7:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.39] Crash clicking tips and tricks while dead in multiplayer (TipsAndTricksNotificationButton.cpp)
- Replies: 1
- Views: 1436
[Genhis][2.0.39] Crash clicking tips and tricks while dead in multiplayer (TipsAndTricksNotificationButton.cpp)
Factorio version 2.0.39 Space Age
Playing on a server with a Linux client, died, then before respawn, noticed the new tip button next to the tips and tricks button with a new tips and tricks, clicked on it before respawn, crash. Log attached.
My searching found https://forums.factorio.com ...
Playing on a server with a Linux client, died, then before respawn, noticed the new tip button next to the tips and tricks button with a new tips and tricks, clicked on it before respawn, crash. Log attached.
My searching found https://forums.factorio.com ...
- Sun Mar 02, 2025 10:28 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.20] Galaxy of fame UI not avalable.
- Replies: 11
- Views: 3626
Re: [kovarex] [2.0.20]Galaxy of fame UI not avalable.
I am in the Galaxy of Fame, I ended the game a week or 2 ago, but the GUI did not change.
ps: maybe good to know is that after I uploaded to Galaxy Hall, I nuked my spaceship. After this I respawned in my main factory.

- Sun Feb 16, 2025 12:39 am
- Forum: Gameplay Help
- Topic: Lost my body in space?!
- Replies: 9
- Views: 847
Re: Lost my body in space?!
Thanks for the kill/respawn commands.
How does one find the save files on a Mac? I can't even find them searching on the save name.
-jim
How does one find the save files on a Mac? I can't even find them searching on the save name.
-jim
- Sun Feb 16, 2025 12:29 am
- Forum: Gameplay Help
- Topic: Lost my body in space?!
- Replies: 9
- Views: 847
Re: Lost my body in space?!
Your Save file would be the most helpful for debugging the situation; you can Attach the Zip in a Reply here.
If you just want to respawn your character using Console Commands (this will disable Achievements for your save), try running:
/c game.player.character.destroy()
/c game.player.create ...
If you just want to respawn your character using Console Commands (this will disable Achievements for your save), try running:
/c game.player.character.destroy()
/c game.player.create ...
- Wed Jan 08, 2025 7:29 am
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 3994
Re: Gleba is very broken, if you aren't a speedrunner
But you can't ship in what you need to retake your starting resources.
Could you elaborate on this ? because to me it seem possible to ship whatever you want/need
We tend to build far from (0,0) on Gleba. So if you lose your hub and had a bunch of rafts at (0,0), they will eat the ...
- Mon Jan 06, 2025 3:05 pm
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 3994
Re: Gleba is very broken, if you aren't a speedrunner
We tend to build far from (0,0) on Gleba. So if you lose your hub and had a bunch of rafts at (0,0), they will eat the Engineer whenever they drop down / respawn and whatever shipped in can't be really used?
Building far from 0,0 puts you in the regions where larger and more frequent raft nests ...
Building far from 0,0 puts you in the regions where larger and more frequent raft nests ...
- Mon Jan 06, 2025 2:51 am
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 3994
Re: Gleba is very broken, if you aren't a speedrunner
But you can't ship in what you need to retake your starting resources.
Could you elaborate on this ? because to me it seem possible to ship whatever you want/need
We tend to build far from (0,0) on Gleba. So if you lose your hub and had a bunch of rafts at (0,0), they will eat the ...
- Mon Jan 06, 2025 1:18 am
- Forum: Balancing
- Topic: Gleba is very broken, if you aren't a speedrunner
- Replies: 17
- Views: 3994
Re: Gleba is very broken, if you aren't a speedrunner
But you can't ship in what you need to retake your starting resources.
Could you elaborate on this ? because to me it seem possible to ship whatever you want/need
We tend to build far from (0,0) on Gleba. So if you lose your hub and had a bunch of rafts at (0,0), they will eat the ...
- Tue Dec 31, 2024 12:58 pm
- Forum: Ideas and Suggestions
- Topic: You die when a rocket lands on you
- Replies: 27
- Views: 3389
Re: You die when a rocket lands on you
it happend to yourself, so you KNOW you CANT "WATch YOUR SETP" because its random. Thats the whole point about this thread, but i guess its not seen.
Don't stand near the spawn point when cargo is landing and you will be fine.
You dont get it.
It was my first time on Planet. And i ...
- Sun Dec 29, 2024 12:35 pm
- Forum: Ideas and Suggestions
- Topic: You die when a rocket lands on you
- Replies: 27
- Views: 3389
Re: You die when a rocket lands on you
it happend to yourself, so you KNOW you CANT "WATch YOUR SETP" because its random. Thats the whole point about this thread, but i guess its not seen.
Don't stand near the spawn point when cargo is landing and you will be fine.
You dont get it.
It was my first time on Planet. And i ...
- Mon Dec 23, 2024 1:27 pm
- Forum: Not a bug
- Topic: [2.0.28] Furnace with 2 output slots only uses one
- Replies: 2
- Views: 608
Re: [2.0.28] Furnace with 2 output slots only uses one
yeah i already assumed it was a performance optimization for the backend.. hard to believe it makes an impact though
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be ...
it would also be a small improvement for the base game in general if you could produce quality stuff without having the machine attached to an inserter
another approach would be ...
- Mon Dec 23, 2024 12:53 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2909
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
it has a few applications in RealisticReactors:
When the reactor was scrammed or fails starting, the fuel cell is lost and the the remaining fuel gets deleted (formerly done by setting currently_burning = nil in burner)
anyway. i made a workaround now.. though it's not pretty at all...
function ...
When the reactor was scrammed or fails starting, the fuel cell is lost and the the remaining fuel gets deleted (formerly done by setting currently_burning = nil in burner)
anyway. i made a workaround now.. though it's not pretty at all...
function ...