Search found 978 matches: respawn*

Searched query: +respawn*

by Cooldude2606
Thu Apr 02, 2026 1:19 pm
Forum: Documentation Improvement Requests
Topic: [2.0.76] Error when writing to LuaPlayer::mining_state
Replies: 1
Views: 289

[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: 1086

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Forum: Outdated/Not implemented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: 707

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: 456
Views: 404353

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: Fixed for 2.1
Topic: [2.0.72] LuaTrain.killed_players doesn't appear to work.
Replies: 1
Views: 420

[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: 604

[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: 1221

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: 925

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: 524

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: 1035

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: 486

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: 886

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: 886

[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: Fixed for 2.1
Topic: [Genhis][2.0.55] Remote driven tank does not provoke attack by biters
Replies: 2
Views: 1370

[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 ...
by TaylorItaly
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: 2535

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 ...
by Rseding91
Thu Apr 10, 2025 11:32 am
Forum: 1 / 0 magic
Topic: [2.0.43] Demolisher respawned
Replies: 6
Views: 1772

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.
by NTACHunter
Thu Apr 10, 2025 6:23 am
Forum: 1 / 0 magic
Topic: [2.0.43] Demolisher respawned
Replies: 6
Views: 1772

Re: [2.0.43] Demolisher respawned

Hopefully this is it. I apologize for the delayed response.
by Loewchen
Mon Apr 07, 2025 11:13 am
Forum: 1 / 0 magic
Topic: [2.0.43] Demolisher respawned
Replies: 6
Views: 1772

Re: [2.0.43] Demolisher respawned

Just now realized that the game also crashes, yes definitely post the log as well.
by NTACHunter
Mon Apr 07, 2025 9:37 am
Forum: 1 / 0 magic
Topic: [2.0.43] Demolisher respawned
Replies: 6
Views: 1772

[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 ...
by blizgerg
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: 2009

[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 ...

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