Search found 894 matches: respawn*
Searched query: respawn*
- Mon Aug 03, 2020 9:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.18.41] PvP Scenario: speed modifier does not work after death
- Replies: 1
- Views: 1246
[Klonan] [0.18.41] PvP Scenario: speed modifier does not work after death
... 'balance options', set walking speed to 200 percent, (start round) (join a team) Walk around: you walk at 200 percent. Walk to an alien, and die. Respawn. You now walk at 100 percent. I think this is a bug? After some poking around, I have found this in console: /c game.player.print(game.player.force.character_running_speed_modifier) ...
- Sun Aug 02, 2020 6:23 pm
- Forum: Pending
- Topic: [0.17.79] End of Game/Death while player is on train
- Replies: 8
- Views: 1444
Re: [0.17.79] End of Game/Death while player is on train
... goal, in the new game set-up process - which I just used to create a new game. in single player, when you are killed, you will also see this "respawn/continue" sort of dialogue. sounds like you accidentally left the train and got run over. I do this sometimes.
- Fri Jul 31, 2020 3:16 pm
- Forum: News
- Topic: Friday Facts #358 - Alien decoratives & Polluted water
- Replies: 71
- Views: 28076
- Sun Jul 26, 2020 5:30 am
- Forum: Technical Help
- Topic: [0.18.36] black screen, then unresponsive
- Replies: 8
- Views: 2195
[0.18.36] black screen, then unresponsive
... true }, { "name": "se-remote-view", "docked": true, "enabled": true }, { "name": "se-respawn", "docked": true, "enabled": true }, { "name": "select-units-shortcut", "docked": false, ...
- Tue Jul 21, 2020 10:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.36] Crash: "Get surface can't return anything as the character is not connected."
- Replies: 5
- Views: 2066
Re: [0.18.36] Get surface can't return anything as the character is not connected.
From HLDR (Discord User):
/Gerkizbug (feature?) report: shoot the tree or the stone, break ressource respawn
- Sat Jul 11, 2020 9:58 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410759
Re: Simple Questions and Short Answers
When I respawn I lost all items and cannot find find them anymore - where do I find them? When a player is killed, it leaves behind a corpse that lasts 15 minutes and contains all items that were located in the player's inventory, ...
- Sat Jul 11, 2020 5:42 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1616
- Views: 410759
Re: Simple Questions and Short Answers
When I respawn I lost all items and cannot find find them anymore - where do I find them?
- Tue Jun 16, 2020 10:14 pm
- Forum: Modding interface requests
- Topic: Remove/hide weapon slots at bottom-right of screen
- Replies: 8
- Views: 2017
Remove/hide weapon slots at bottom-right of screen
... they are defined in the raw data prototypes, nor how to hide them from the game itself. I do have a thing that will delete the gun and ammo on respawn, but I get stuck with that ugly weapon slots that are highlighted red because I have no gun or ammo and it bugs me. Maybe it isn't possible ...
- Sat Jun 06, 2020 3:12 am
- Forum: Modding help
- Topic: Time Limiter
- Replies: 1
- Views: 388
Time Limiter
I'm a little nervous about posting this, as it seems to touch on an inflammatory topic, but after reading the documentation I could find, I need a little guidance. Please be gentle? I'm attempting to create a mod for myself that simply alerts me on or around a pre-defined time duration. eg after two...
- Fri May 22, 2020 5:53 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 6678
Re: Re-opened: breaking change/fix: script.raise_event rework
... on_pre_player_mined_item - use LuaPlayer.mine_entity() which raises the event automatically on_player_respawned - set ticks_to_respawn = 0 for respawning which raises the event automatically on_resource_depleted - use LuaEntity.deplete() which raises the event automatically Function raises ...
- Wed May 20, 2020 3:54 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1975
Re: Run script.on_event from my mod after all other mods
Alternative idea, kind of terrifying: when the player respawns, set a flag in global stating that that player needs its items cleared. Then, in an on_tick handler, clear the items for any players with that flag set. That will delegate the clearing to ...
- Fri May 15, 2020 2:20 am
- Forum: Modding help
- Topic: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
- Replies: 5
- Views: 1162
Re: NPC Controlled Entities with more than 1 weapon and/or weapon switching logic?
Yea it's looking like the only way to achieve a single spawned "entity" having more than one way to attack is to despawn and respawn it on the same spot, inside of a single tick, with itself (a prototype that is basically the same), except a different attack_parameters set... Or ...
- Tue May 12, 2020 6:10 pm
- Forum: Modding help
- Topic: Run script.on_event from my mod after all other mods
- Replies: 7
- Views: 1975
Run script.on_event from my mod after all other mods
I've created a very simple mod that removes all items that are given to a player on respawn. script.on_event(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] if player.character then player.character.clear_items_inside() ...
- Sun May 10, 2020 6:44 pm
- Forum: Modding help
- Topic: [Solved] Looking for dictionary eventID -> eventName
- Replies: 5
- Views: 447
Re: Looking for dictionary eventID -> eventName
My final solution was to use serpent.block(defines.events) to get the contents of that table printed. Then I used regex (in Notepad++) ([^ ]+) ([=]{1}) ([\d]+) replaced by eventNames[\3] = "\1" to turn it in a dictionary definition. This is the result, in case anyone ever has the same need...
- Sun May 10, 2020 12:13 pm
- Forum: Modding discussion
- Topic: Re-opened: breaking change/fix: script.raise_event rework
- Replies: 26
- Views: 6678
Re: Re-opened: breaking change/fix: script.raise_event rework
I thought about it more, and also with some external input i've decided i don't want to post any of this in here. except 2), which is this: 2) total events: 138 40 on_built_entity 6 on_console_chat 1 on_entity_cloned 1 on_entity_died 3 on_entity_settings_pasted 3 on_entity_spawned 2 on_gui_click 1 o...
- Mon Apr 20, 2020 10:39 am
- Forum: Questions, reviews and ratings
- Topic: [1.0 - 0.17] List of Death Mods
- Replies: 0
- Views: 859
[1.0 - 0.17] List of Death Mods
... https://mods.factorio.com/mod/CorpseFlare Always active. https://mods.factorio.com/mod/death_curses adds penalty timer after respawn & a counter. 0.18 https://mods.factorio.com/mod/DeathNotice Armor MAP icon https://mods.factorio.com/mod/DeathMarkers Better MAP Graphics ...
- Sat Apr 18, 2020 12:34 am
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 18048
Re: Friday Facts #343 - Environmental particle effects
You don't have to respawn the vegetation every tick. You could apply the calculation just once every "day", I think it would be barely noticeable.
- Wed Apr 08, 2020 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
- Replies: 6
- Views: 2604
Re: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
By any chance were you dead and in the middle of respawning when you updated the game from 0.18.12 to 0.18.17? That could be the case but I don't know for sure. Like 80% likely. I was frequently dead around that time. I fixed that scenario (migrating ...
- Wed Apr 08, 2020 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
- Replies: 6
- Views: 2604
Re: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
I fixed that scenario (migrating while respawning) for the next release.
You can fix your save by running this command:
You can fix your save by running this command:
Code: Select all
/c game.player.character_logistic_slot_count = 9- Wed Apr 08, 2020 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
- Replies: 6
- Views: 2604
Re: [0.18.17] Crash opening character GUI in multiplayer: "Logistic point not initialized"
By any chance were you dead and in the middle of respawning when you updated the game from 0.18.12 to 0.18.17?