Search found 894 matches: respawn*
Searched query: respawn*
- Mon Apr 11, 2022 12:44 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"), ...
- Mon Apr 11, 2022 12:17 am
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
I haven't found yet how SE bypasses on_player_respawned, but I've found this in the changelog: --------------------------------------------------------------------------------------------------- Version: 0.4.10 Date: 22. 09. 2020 … Compatibility: ...
- Sun Apr 10, 2022 8:00 pm
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
I haven't found yet how SE bypasses on_player_respawned, but I've found this in the changelog: --------------------------------------------------------------------------------------------------- Version: 0.4.10 Date: 22. 09. 2020 … Compatibility: ...
- Sun Apr 10, 2022 2:20 pm
- Forum: Modding help
- Topic: Help, game error - no character
- Replies: 23
- Views: 2849
Re: Help, game error - no character
function character_init(event) local player = game.players[event.player_index] if player.character then player.character_running_speed_modifier = running_speed_modifier ......... end end Seems like you can keep it as simple as this: remote.add_interface("your_interface_name", { on_charact...
- Sat Mar 12, 2022 12:23 am
- Forum: Implemented mod requests
- Topic: A few misc requests
- Replies: 1
- Views: 2567
Re: A few misc requests
Both events exist now (the latter under the name on_player_respawned), the game ending is controlled differently and there are probably ways to prevent players from dying. This is a "dirty" multiple-feature request anyway, I think it can be considered implemented at this point.
- Thu Feb 10, 2022 4:38 pm
- Forum: Gameplay Help
- Topic: A question about biters/spitters...
- Replies: 4
- Views: 1425
Re: A question about biters/spitters...
... my map Marathon of the World of Death. Very late game :) On the left, you can clearly see the biter Red are nests. Green - the area on which they respawn and settle with some probability. Therefore, long-range guns are often installed along the perimeter, to shoot the newly created nests. https://s.micp.ru/216XB.jpg ...
- Wed Feb 09, 2022 10:22 pm
- Forum: Gameplay Help
- Topic: A question about biters/spitters...
- Replies: 4
- Views: 1425
A question about biters/spitters...
... of pollution. However, if you kill the bugs around a nest, even in an area where there is no pollution those biters and spitters seem to still respawn to defend the nest. The question is do the nests replace their defensive troops for "free", meaning those particular defensive bugs ...
- Sun Feb 06, 2022 6:56 am
- Forum: General discussion
- Topic: What is the total cost to launch a rocket in marathon?
- Replies: 14
- Views: 3885
Re: What is the total cost to launch a rocket in marathon?
... area down to 50% further shrinkage doesn't seem to make the biter bases change much more. However, with settings like this, it does take some respawning to make a map where the biter bases are not literally sitting on top of your resources. I am keeping the rest of the settings the same. As ...
- Sat Feb 05, 2022 2:59 am
- Forum: General discussion
- Topic: What is the total cost to launch a rocket in marathon?
- Replies: 14
- Views: 3885
Re: What is the total cost to launch a rocket in marathon?
... and hand mine as much as I can to start out. Obviously the difficulty of the game depends on the spawn. I have little doubt that most players respawn until they get an decent setup. I do just the opposite according to my house rules. If I somehow, despite the hard map settings, spawn in a ...
- Sun Jan 16, 2022 6:52 pm
- Forum: Won't fix.
- Topic: [Rseding] [1.1.46] Ghost controller can open permissions but not close it
- Replies: 1
- Views: 1253
Re: [Rseding] [1.1.46] Ghost controller can open permissions but not close it
... after thinking about it more I think i'm going to leave this as is. The "ghost" controller is meant to be used when a player dies and is respawning. If a mod sets someone to it manually it "works" (as in doesn't crash) but otherwise may have other side effects like this. If ...
- Wed Jan 12, 2022 6:37 pm
- Forum: Ideas and Requests For Mods
- Topic: i there a MOD that hides resources from players, and you have to prospect to find more.
- Replies: 4
- Views: 1092
Re: i there a MOD that hides resources from players, and you have to prospect to find more.
... since you can't know how long it'll be before the user scans a chunk. I think it'd be easier to just wipe any ore generated with the chunk and respawn it later - pretty sure I've seen RSO has it's own version of regenerate_entities you can use to make it respawn the ores. It'd be more compatible, ...
- Sun Dec 19, 2021 3:02 pm
- Forum: Gameplay Help
- Topic: Our 200-hours-base is overrunned - any ideas?
- Replies: 21
- Views: 5863
Re: Our 200-hours-base is overrunned - any ideas?
... waves that gather due to the attack of one nest. The crucial thing is that if a wave is gathering, the enemies around a nest almost immediately respawn. That means a wave isn't decreasing the overall amount of enemies - it is actually increasing. If you continue shooting with artillery and attack ...
- Wed Dec 08, 2021 12:45 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
Re: What are the most impractical items in Factorio?
... have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about the assembler recipe? ...
- Tue Nov 23, 2021 2:52 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 68
- Views: 30801
Re: [1.1] Bob's Mods: General Discussion
... if you explore, but if you want to force them to show up you can use the commands /c remote.call("bobores", "Regenerate") to respawn all bob ores, or /c game.regenerate_entity("tin-ore") to respawn a specific ore (if you know it's internal code name)
- Tue Nov 02, 2021 4:48 am
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
Re: What are the most impractical items in Factorio?
... have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about the assembler recipe? ...
- Mon Nov 01, 2021 8:31 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
Re: What are the most impractical items in Factorio?
... have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about the assembler recipe? ...
- Mon Nov 01, 2021 5:15 pm
- Forum: General discussion
- Topic: What are the most impractical items in Factorio?
- Replies: 92
- Views: 26891
Re: What are the most impractical items in Factorio?
... have a recipe for both manual and assembler crafting. But I can't think of a single scenario where either would be used. Every time the player respawns, they get a pistol. How would you ever actually really need to build another? If you drop it on accident? What about the assembler recipe? ...
- Tue Oct 05, 2021 1:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.39] Game finished ignores confirm with e
- Replies: 1
- Views: 2275
Re: [Klonan] [1.1.39] Game finished ignores confirm with e
... random, same with objective complete, So then the player might accidently Confirm this GUI without knowing it and be whisked off to a new level or respawn without knowing what went on
- Tue Oct 05, 2021 12:16 pm
- Forum: Not a bug
- Topic: [1.1.41] Biters Stop Moving or Attacking Off Screen
- Replies: 4
- Views: 1376
[1.1.41] Biters Stop Moving or Attacking Off Screen
... = 1 game.map_settings.path_finder.general_entity_subsequent_collision_penalty = 1 This deleted all biters. The biters then respawn but remain fixed in place and do not animate. Spawners animate immediately after running the command but then quickly stop animating. This issue ...
- Sun Oct 03, 2021 1:49 pm
- Forum: Ideas and Suggestions
- Topic: Disable artillery wagon auto-fire when train is in manual mode
- Replies: 19
- Views: 4295
Re: Disable artillery wagon auto-fire when train is in manual mode
... to make the game easier. I know what I'm talking about. I have the largest number of both artillery trains and the longest railway with a constant respawn bite around it, and constantly one train with manual control and 500 shells in it. I constantly have to make sure that he does not start shooting ...