Search found 894 matches: respawn*
Searched query: respawn*
- Wed Mar 03, 2021 2:15 pm
- Forum: General discussion
- Topic: Factorio confessions
- Replies: 34
- Views: 8012
Re: Factorio confessions
... in front of it. Been there, Done it ... Now, the real question: Do you relaod from last fast save point Do you take it like a man and do the ReSpawn Do you admit to that was f... stupid, and as as punishment restart from beginning ? (NB: one has to save and reload the seed to get the same ...
- Wed Mar 03, 2021 7:06 am
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 2439
Re: Help me update an old private mod to 1.1
... how to skip the intro and crash site thing. Thanks for quoting me! I remembered there was something or other where you could change the startup/respawn items, but "startup items" was too general as a search term. Now I've found the relevant info (remote.call) from Deadlock's post again ...
- Mon Feb 01, 2021 3:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
- Replies: 2
- Views: 1803
Re: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
Someone accidentally implemented The Matrix
- Mon Feb 01, 2021 1:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
- Replies: 2
- Views: 1803
Re: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
Thanks for the report.
Fixed for 1.1.20
Fixed for 1.1.20
- Sat Jan 30, 2021 2:44 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
- Replies: 2
- Views: 1803
[posila] [1.1.19] Player dying inside simulation kills actual player with no option to respawn
... Open tips and tricks and wait for the character to die. The player is then forced to load their last save, with no option to respawn.
- Tue Jan 19, 2021 5:58 pm
- Forum: Balancing
- Topic: Defence economy balance
- Replies: 78
- Views: 26531
Re: Defence economy balance
... spawner kills means cheap defenses. Because of frequency boost to 200% I'm not sure clearing nearby bases helps that much as they seem to just respawn rather fast. My guess though, unless you're speed running, much of this discussion is only interesting to its participants. It's clear to me ...
- Thu Jan 14, 2021 10:40 am
- Forum: Questions, reviews and ratings
- Topic: Help me update an old private mod to 1.1
- Replies: 8
- Views: 2439
Re: Help me update an old private mod to 1.1
... "freeplay" scenario Factorio, the default scenario for Factorio games, it has its own remote interface handler for defining starting and respawn inventories for all players. That same scenario also generates the "crash" cutscene and the cancelling of said cutscene so that is ...
- Sat Jan 09, 2021 6:03 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 642
- Views: 269032
Re: [MOD 0.13.17+] Rampant
... instead of ...kill_all_units() then you destroyed everything of the enemy in existence, so unless you explore new enemy bases nothing is going to respawn. Well I didn't want to kill all units, but everything in my explored area. Wiki says "This will kill all biters, bases and worms. Anything ...
- Sat Jan 09, 2021 10:51 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 642
- Views: 269032
Re: [MOD 0.13.17+] Rampant
... Rampant, but it has been two hours and they are still nowhere, even when my factory is giving off good pollution cloud.. They should eventually respawn, right? Wiki says that command kills them only in explored areas. If you actually used the command you linked instead of ...kill_all_units() ...
- Sat Jan 09, 2021 9:55 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 642
- Views: 269032
Re: [MOD 0.13.17+] Rampant
... Rampant, but it has been two hours and they are still nowhere, even when my factory is giving off good pollution cloud.. They should eventually respawn, right? Wiki says that command kills them only in explored areas.
- Mon Nov 30, 2020 1:56 am
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 20058
Re: Make Corpses More Visible
... to finding your body back after you die since otherwise there's no drawback to death. But you can make a map marker after you die but before you respawn. If you remember to, and even then you've still got to find the damn thing amongst a sea of blood and gore. The idea that this is the *good* ...
- Sun Nov 29, 2020 7:49 pm
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 20058
- Tue Nov 17, 2020 5:23 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 1580
Re: Please make defines.events.on_player_created more predictable
If this is about TinyStart - you can use remote calls to the freeplay scenario script to set up starting and respawn inventories and even disable the initial cutscene completely if it is causing other issues somehow. In my experience those work reliably regardless of whether ...
- Tue Nov 17, 2020 5:03 pm
- Forum: Implemented mod requests
- Topic: Please make defines.events.on_player_created more predictable
- Replies: 6
- Views: 1580
Re: Please make defines.events.on_player_created more predictable
If this is about TinyStart - you can use remote calls to the freeplay scenario script to set up starting and respawn inventories and even disable the initial cutscene completely if it is causing other issues somehow. In my experience those work reliably regardless of whether ...
- Mon Nov 16, 2020 8:37 pm
- Forum: Ideas and Suggestions
- Topic: Broader research
- Replies: 7
- Views: 1509
Re: Broader research
... another example in the list: Add a main base, including 4 automatic mini-turrets on the roof for self-reliability (This is where you can set your respawn) (Sub bases has no defenses, resource efficient: Creating more spawn points) I'm using creativity to add some options onto the list. There is ...
- Mon Nov 16, 2020 8:01 pm
- Forum: Ideas and Suggestions
- Topic: Broader research
- Replies: 7
- Views: 1509
Broader research
... at the cost of resources Add a main base, including 4 automatic mini-turrets on the roof for self-reliability (This is where you can set your respawn) (Sub bases has no defenses, resource efficient: Creating more spawn points) Increasing equipment grid, adding more space for modules in armor ...
- Mon Nov 16, 2020 5:35 pm
- Forum: Modding help
- Topic: Disable the crash ship and force settings
- Replies: 6
- Views: 1147
Re: Disable the crash ship and force settings
Also where excatly do you have to put I do it in on_init() from control.lua. script.on_init( if remote.interfaces["freeplay"] then remote.call("freeplay", "set_skip_intro", true) remote.call("freeplay", "set_disable_crashsite", true) remote.call(&qu...
- Mon Nov 16, 2020 5:05 pm
- Forum: Modding help
- Topic: Disable the crash ship and force settings
- Replies: 6
- Views: 1147
Re: Disable the crash ship and force settings
... which let you turn those things off. There are other commands to change the starting inventory items and what items you get when you die and respawn. remote.call("freeplay", "set_skip_intro", true) remote.call("freeplay", "set_disable_crashsite", true) ...
- Sun Nov 15, 2020 1:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][1.0.0.] Settings lost after game restart
- Replies: 3
- Views: 2032
Re: [1.0.0.] Settings lost after game restart
Same session - I died and it asked me what I want to do. And as I knew it was so hopeless there is no point to Respawn, I clicked Restart.
- Thu Oct 29, 2020 6:39 am
- Forum: Ideas and Suggestions
- Topic: Status of personal logistic switch visible and taggable on respawn countdown window.
- Replies: 2
- Views: 740
Re: Status of personal logistic switch visible and taggable on respawn countdown window.
... your inventory. This is eventually very irritating. It would be very convenient to be reminded of the status of the personal logistic toggle on respawn countdown window or as a log message on respawn.