Search found 894 matches: respawn*
Searched query: respawn*
- Thu Oct 27, 2022 11:24 pm
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 1236
Re: I suddenly got "game over" for no apparent reason
It's not really game over. Everyone has been run over a train before and is killed now and then. Click the corresponding button on the popup to respawn and continue. You have to walk/drive to your corpse to pick up any equipment you left behind. Negative side effects of being killed: none. It's ...
- Wed Oct 26, 2022 4:08 pm
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 1236
Re: I suddenly got "game over" for no apparent reason
If you click continue/respawn, you can check the chat log to see what killed you, since it shows up there.
- Wed Oct 26, 2022 8:45 am
- Forum: Gameplay Help
- Topic: I suddenly got "game over" for no apparent reason
- Replies: 11
- Views: 1236
Re: I suddenly got "game over" for no apparent reason
... forest. Even in those case i don't think the game would tell you "game over" instead it will say " bad luck you died" and you respawn. Were you using mods ?
- Sat Oct 08, 2022 5:52 pm
- Forum: Pending
- Topic: can't start game through steam
- Replies: 4
- Views: 878
Re: can't start game through steam
... profile Oct 8 19:49:43 MacBook-Air-van-Dirk com.apple.xpc.launchd[1] (com.valvesoftware.steamclean): Service only ran for 0 seconds. Pushing respawn out by 60 seconds. Oct 8 19:49:45 MacBook-Air-van-Dirk com.apple.xpc.launchd[1] (com.valvesoftware.steamclean): Unknown key for array: SteamContentPaths ...
- Fri Sep 16, 2022 7:38 pm
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 29005
Re: Defending your base is just to easy!
... don't do very often, but it can be almost required in DW marathon if your oil patches are located in an awkward spot and you're not a fan of respawning. Another example of a tactic is the very awkward ore patch you want to draw down as fast as possible with minimal pollution so you can build ...
- Fri Sep 16, 2022 6:10 pm
- Forum: General discussion
- Topic: Defending your base is just to easy!
- Replies: 123
- Views: 29005
Re: Defending your base is just to easy!
... don't do very often, but it can be almost required in DW marathon if your oil patches are located in an awkward spot and you're not a fan of respawning. Another example of a tactic is the very awkward ore patch you want to draw down as fast as possible with minimal pollution so you can build ...
- Thu Sep 15, 2022 11:18 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 8012
Re: Factorio confessions
... you died you had to reload the save, it was written "GAME OVER", now it's just written "bad luck". In multiplayer you'd always respawn as far as i remember. I think too that at one point the single player behavior became like the multiplayer one.
- Sat Aug 27, 2022 11:15 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 28421
Re: Dyson Sphere Program
... qualify for that distinction the way it is currently. Nah. I just play whack-a-mole on biter nests in radar range(i mean the shape,not the mole-respawning,like booom goes the nest)
- Wed Jul 27, 2022 7:53 pm
- Forum: Gameplay Help
- Topic: Does the map have an edge?
- Replies: 7
- Views: 1486
Re: Does the map have an edge?
... stuck railway trains. I mainly shoot the biter and the spitter with artillery trains, then I finish them off with lasers. But I have biter respawn enabled by default, so the railway road has to be constantly protected throughout, and for this you have to produce billions of art shells and ...
- Mon Jun 20, 2022 5:20 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Well, I always thought when a player with a character respawns, then the one has a corpse in most cases, so it's another case that I didn't count.
So, I have to make a little fix with LuaRendering to avoid visual bugs because of my assumption in some events.

So, I have to make a little fix with LuaRendering to avoid visual bugs because of my assumption in some events.

- Mon Jun 20, 2022 4:31 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
:) /c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10 Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases. That's the same as setting ticks_to_respawn on a not-dead ...
- Mon Jun 20, 2022 4:29 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
:)
Anyway, it doesn't seem to be important, but I guess it's possible to create unintentionally a character in events by mods in some cases.
Code: Select all
/c game.player.character.die() game.player.ticks_to_respawn = nil game.player.ticks_to_respawn = 10- Sun Jun 19, 2022 1:17 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Writing a value to ticks_to_respawn forces the player into the respawn state regardless of where they were before. This doesn't kill the character entity they were previously controlling (if any). Additionally the character entity is just ...
- Sun Jun 19, 2022 4:10 am
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Thanks for the report however how it is working is how it is meant to work. The respawn time is on the character prototype: https://wiki.factorio.com/Prototype/Character#respawn_time and is not adjustable runtime. Well, I wonder about the interaction still. It ...
- Sat Jun 18, 2022 6:42 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
Re: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Thanks for the report however how it is working is how it is meant to work. The respawn time is on the character prototype: https://wiki.factorio.com/Prototype/Cha ... spawn_time and is not adjustable runtime.
- Sat Jun 18, 2022 3:25 pm
- Forum: Not a bug
- Topic: [1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
- Replies: 6
- Views: 1169
[1.1.60] confusion with "LuaPlayer.ticks_to_respawn"
Expected: 1. Changed default respawn time after death 2. Updated respawn time during death (which works fine) Steps to reproduce: Start a new game in single-player /c game.player.ticks_to_respawn = 100 Actual Result: 1. To my surprise, ...
- Sat May 07, 2022 4:14 pm
- Forum: Mods
- Topic: on_player_died not working with other mods
- Replies: 2
- Views: 691
Re: on_player_died not working with other mods
... using it for. My first guess at the cause would be Space Exploration. It has to do some things when the player dies so it can show a menu to respawn either on the homeworld, nearest landing pad, or nearest spaceship. A quick check shows my SE game also never fires player_died, but does fire ...
- Mon Apr 11, 2022 7:11 am
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
... if remote.interfaces["space-exploration"] and remote.interfaces["space-exploration"]["get_on_player_respawned_event"] then local event_id = remote.call("space-exploration", "get_on_player_respawned_event") script.on_event(event_id, ...
- Mon Apr 11, 2022 6:44 am
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
... if remote.interfaces["space-exploration"] and remote.interfaces["space-exploration"]["get_on_player_respawned_event"] then local event_id = remote.call("space-exploration", "get_on_player_respawned_event") script.on_event(event_id, ...
- Mon Apr 11, 2022 1:13 am
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
Also, there's this at the top of scripts/respawn.lua: --custon event --/c remote.call("space-exploration", "get_on_player_respawned_event") --script.on_event(remote.call("space-exploration", "get_on_player_respawned_event"), ...