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 ...
Search found 984 matches: respawn*
Searched query: +respawn*
- Thu Jul 16, 2026 12:37 am
- Forum: Ideas and Suggestions
- Topic: Hardcore or "Ironman" Achievement / Mode
- Replies: 1
- Views: 160
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
everything but the biter creep can be restored by using "game.player.surface.regenerate_decorative()" in console. respawning biter nests does not cause creep ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
/Kick ing the old one and rejoining didn't ...
- 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 ...
We have no interest in trying to make them even smarter/more complex.
At that point in research you have infinite resources and ...
- 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 ...
No technology tree: Players cannot unlock ...
- 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 ...
The key elements are that everything, including water, is finite
All the planets are, again, just like how space exploration is, limited ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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: 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 ...
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 ...