Search found 984 matches: respawn*

Searched query: +respawn*

by eugenekay
Thu Jul 16, 2026 12:37 am
Forum: Ideas and Suggestions
Topic: Hardcore or "Ironman" Achievement / Mode
Replies: 1
Views: 160

Re: Hardcore or "Ironman" Achievement / Mode

There is a No Respawn mod. I was surprised that there is not a /permissions toggle for "Respawn" - maybe it is named something I don't recognize?

I would enjoy more variants of the Win-the-Game-Achievements (Launch a Rocket / Reach Solar System Edge) without dying, similar to the existing "There is ...
by FactorioBot
Tue Jun 23, 2026 9:43 am
Forum: Releases
Topic: Version 2.1.7
Replies: 245
Views: 159104

Re: Version 2.1.7

Modding

Added mod dependency modifier "+", which marks the mod as optional but recommended. Mod gets enabled by default but can be turned off.
[space-age] Renamed recipe prototypes: "molten-iron" into "iron-ore-melting"; "molten-copper" into "copper-ore-melting".
Reworked recipe categories ...
by Erfar
Tue Jun 16, 2026 2:26 pm
Forum: Ideas and Suggestions
Topic: Tutorial level 3 and 4 should be improved or reworked for 2.1
Replies: 0
Views: 239

Tutorial level 3 and 4 should be improved or reworked for 2.1

Just last week I have replayed Factoio Tutorial with my friends who are new to this game.

Problem (scenario 3 and 4) :
You can't see pollution on map and bitters are VERY aggressive. especially on map 3 where bitters start attacks as soon as player automate Miner+Boiler. Frequency of attacks break ...
by Dooggy13
Wed Jun 03, 2026 4:45 pm
Forum: Gameplay Help
Topic: decorations disappearing periodically
Replies: 0
Views: 584

decorations disappearing periodically

At random points, most recently while a small biter nest was on the screen, all stones, grass, craters, and biter creep will just disappear.

everything but the biter creep can be restored by using "game.player.surface.regenerate_decorative()" in console. respawning biter nests does not cause creep ...
by Bunzli
Sun May 24, 2026 3:57 pm
Forum: Ideas and Requests For Mods
Topic: “No Crash Start” – Space Age Mod Idea
Replies: 1
Views: 294

“No Crash Start” – Space Age Mod Idea

Hey everyone,

I had an idea for a larger Factorio: Space Age mod focused around a single evolving mothership instead of a traditional permanent planetary base.

Inspired by Warptorio, but mixed with Space Age ship mechanics and interplanetary progression.

The core concept is:

You start the game ...
by Denux
Fri Apr 17, 2026 11:15 pm
Forum: Ideas and Suggestions
Topic: Add a option to disable respawn timer
Replies: 0
Views: 345

Add a option to disable respawn timer

Hey Guys,

I would love an option to disable respawn timer.
This is the worst gameplay mechanic every invented (worse then unskippable cut scenes because at least something is happening).
I don't really want to play with mods because it would disable achievements same with executing commands.

Has ...
by Cooldude2606
Thu Apr 02, 2026 1:19 pm
Forum: Resolved Requests
Topic: [2.0.76] Error when writing to LuaPlayer::mining_state
Replies: 2
Views: 568

[2.0.76] Error when writing to LuaPlayer::mining_state

tl;dr No error while reading, but error when attempting to write to LuaPlayer::mining_state when in ghost controller.

When a player is in certain controllers, such as ghost when waiting to respawn, the property "mining_state" is readable but not writable. From the API docs it is not clear what the ...
by nikimilky
Sun Mar 08, 2026 11:30 am
Forum: Gameplay Help
Topic: Help with evolution / dealing with bitters!
Replies: 5
Views: 3201

Help with evolution / dealing with bitters!

Hey, I am new player, I went into the game without knowledge and figured stuff as I went.

At the start I didn't mind the bugs, I thought they are just background noise.
At some point they attacked my factory so I had to destroy their nests, thinking nothing of it.. even enjoyed it as it gave me an ...
by Green Cat
Fri Feb 27, 2026 10:47 am
Forum: Outdated/Not implemented
Topic: Distance = Enemy with quality (and less)
Replies: 2
Views: 1368

Distance = Enemy with quality (and less)

TL;DR
In late-game and post-game Factorio (when you load a normal end-game save, you might not even see a single uncommon small biter while everything else is already behemoth-tier), biters become easy to kill yet so numerous they cause massive lag. My suggestion replaces these infinite swarms ...
by craktorio
Fri Feb 06, 2026 11:25 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 463
Views: 433661

Re: Performance optimization - post your saves

not sure if this helps, but the only time I got performance drops on the most current space age, was when trying to go to the shattered planet, and only at a certain zoom level. the ups kept being fine, but the frames dropped on a m1max macbook playing in clamshell mode on a 120hz 4k tv. what I had ...
by BurninSun
Sat Jan 03, 2026 2:03 am
Forum: Resolved Problems and Bugs
Topic: [2.0.72] LuaTrain.killed_players doesn't appear to work.
Replies: 1
Views: 711

[2.0.72] LuaTrain.killed_players doesn't appear to work.

https://lua-api.factorio.com/stable/classes/LuaTrain.html#killed_players
killed_players.png

New single player, no mods game. Setup an automatic train running in a circle. Get run over by the train.
After respawn:
/c game.print(serpent.block(game.player.selected.train.killed_players)) prints ...
by katastic
Thu Nov 20, 2025 6:46 pm
Forum: Pending
Topic: [2.0.72] Player duplicated on reload save
Replies: 2
Views: 753

[2.0.72] Player duplicated on reload save

My friend reloaded his dedicated server save, and it duplicated his player. Respawned him as a new, empty player with identical name but my pin view still followed the old version and then I could pin both. No mods were used, vanilla Factorio Space Age.

/Kick ing the old one and rejoining didn't ...
by Rseding91
Sat Nov 08, 2025 1:34 pm
Forum: Not a bug
Topic: [2.0.32] Artillery fires more shells than necessary to kill a biter nests
Replies: 4
Views: 1623

Re: [2.0.32] Artillery fires more shells than necessary to kill a biter nests

Turrets are already incredibly over smart in their targeting, damage calculation, and ability to find and shoot at any beats or worms within their area near perfectly.

We have no interest in trying to make them even smarter/more complex.

At that point in research you have infinite resources and ...
by Yy36088099
Thu Nov 06, 2025 2:02 am
Forum: Ideas and Requests For Mods
Topic: The factory should not be limited to industrial games, but develop more gameplay
Replies: 0
Views: 1280

The factory should not be limited to industrial games, but develop more gameplay

Hello everyone, I think factory games should not be limited to industrial development mods, but should be developed and diversified gameplay mods. Here are some ideas for a doomsday mod gameplay that I wish someone could make, because I don't develop mods.


No technology tree: Players cannot unlock ...
by Green Cat
Wed Oct 15, 2025 12:00 am
Forum: Ideas and Requests For Mods
Topic: Request: Mutiple planets survival mode
Replies: 0
Views: 662

Request: Mutiple planets survival mode

This is similar to how Space exploration is. Except, there is no infinite resource aside from mining productivity bonus (and of course, none of the SE tehnology)

The key elements are that everything, including water, is finite

All the planets are, again, just like how space exploration is, limited ...
by atomizer
Sat Aug 30, 2025 7:59 pm
Forum: Ideas and Suggestions
Topic: Some QOL for those of us that actually fight the bugs.
Replies: 5
Views: 1296

Re: Some QOL for those of us that actually fight the bugs.

While it's a bit unintuitive, there are workarounds.
1) Use filters (middle click) on all weapon and ammo slots to set the configuration you want. When you respawn you will still be given the pistol, but it will not get equipped. Additionally, use logistic request for zero pistols to move it to ...
by bradythehuman
Fri Aug 29, 2025 4:53 am
Forum: Modding help
Topic: Read Player Last Visited Planet
Replies: 0
Views: 559

Read Player Last Visited Planet

When a player dies in space they respawn on the planet they visited most recently. Is there a way to read a players most recently visited planet during runtime? I don't want to kill the player but I do want to teleport them to their most recently visited planet from space. I looked in LuaPlayer ...
by foxoftheasterisk
Sat Jul 19, 2025 12:40 am
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 1013

Re: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)

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 ...
by foxoftheasterisk
Wed Jul 16, 2025 9:50 pm
Forum: Pending
Topic: [2.0.60] Crash checking blueprints after dying (WallConnectable::checkConsistency)
Replies: 2
Views: 1013

[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 ...
by calumapplepie
Thu Jun 19, 2025 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.55] Remote driven tank does not provoke attack by biters
Replies: 2
Views: 1901

[Genhis][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 ...

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