Search found 894 matches: respawn*
Searched query: respawn*
- Thu Dec 04, 2014 4:40 pm
- Forum: Pending
- Topic: [0.11.3] Cyclic desync in Multiplayer
- Replies: 7
- Views: 9548
[0.11.3] Cyclic desync in Multiplayer
... again, without any desynch problem. 2) We were playing another game with 4 people and i got hit by train (that happens too often to me :() after respawn we instantly got cyclic desynch (this time i got desynch i wasnt Master Client) This time nothing helped but start game again from few minutes ...
- Tue Nov 25, 2014 10:55 pm
- Forum: Gameplay Help
- Topic: Power Problems
- Replies: 6
- Views: 2754
Re: Power Problems
... https://forums.factorio.com/forum/viewtopic.php?f=14&t=6740 It works fine with vanilla, but sense it adds new resources, you might have to respawn the resource on your current map. Or you could try installing Dytech Core, and Dytech Energy to give the upgrades steam engines and solar panels/accumulators.
- Sat Nov 22, 2014 6:16 pm
- Forum: Mods
- Topic: [MOD 0.11.14+] Blueprint String
- Replies: 35
- Views: 70905
Re: [0.11.3] Blueprint String
I made myself a nice shell script to compress. (Please make it so your mod stops respawning the readme file, PLEASE) compress.sh : #!/bin/sh find ~/Library/Application\ Support/factorio/script-output/blueprint-string/. -type f -name '*.txt' -exec sh -c 'gzip < $1 ...
- Sun Nov 16, 2014 9:34 pm
- Forum: Multiplayer
- Topic: Tips to connect in multiplayer.
- Replies: 3
- Views: 35301
Re: Tips to connect in multiplayer.
Killing all the biters on a map helps with a lot of the desync issues at login. You do can do this with the command:
They will instantly respawn though so if you have biters next to your base make sure the person is ready to connect before issuing the command
Code: Select all
/c game.killallenemies()- Sat Nov 15, 2014 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Floors and other shift
- Replies: 10
- Views: 4845
Re: Floors and other shift
... "headquarter", "home base". This is something which - must be defended under all circumstances (cause it is eventually used to respawn) - can be used to store expensive items - safes you from horrible biter overruns - connects you with the earth or other planets (see also marketplace!) ...
- Sat Nov 08, 2014 7:03 pm
- Forum: General discussion
- Topic: Experiences with multiplayer
- Replies: 14
- Views: 5108
Re: Experiences with multiplayer
... argue, these same options (such as "drop inv into chest on death") could apply to singleplayer as well, later on if something like a respawn chamber were added to the game.
- Tue Nov 04, 2014 9:42 pm
- Forum: Implemented Suggestions
- Topic: Death Chest
- Replies: 9
- Views: 5663
Re: Death Chest
... the lost items I hate to reset the logistic deliveries. So I propose to make a death chest an option. If the option is disabled the char should respawn as now, but keep their logistic deliveries set.
- Thu Sep 11, 2014 6:27 pm
- Forum: Videos
- Topic: The Hydra Dilemma - A Coop Factorio Playthrough!
- Replies: 647
- Views: 184628
Re: The Hydra Dilemma - A Coop Factorio Playthrough!
... of stuff is" ;) @infectum: Your combat "sucked" because you missed one point: You need more time to kill the biters as they need to respawn. Your goal in a combat should be to erase at least one spawner with every attack-wave you make.
- Wed Sep 03, 2014 4:26 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Factory 2 (featuring Roadworks mod)
- Replies: 4
- Views: 12097
Re: Factory 2 (featuring Roadworks mod)
... to do so until Biters are outside the range of pollution. The reason I suggest establishing new defensive lines is to prevent the Biters from respawning destroyed bases, which I've had a number of times on this play through, usually always in the same spots. Most Chemical Plants, Electric ...
- Wed Sep 03, 2014 12:29 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Factory 2 (featuring Roadworks mod)
- Replies: 4
- Views: 12097
Re: Factory 2 (featuring Roadworks mod)
... to do so until Biters are outside the range of pollution. The reason I suggest establishing new defensive lines is to prevent the Biters from respawning destroyed bases, which I've had a number of times on this play through, usually always in the same spots. Most Chemical Plants, Electric ...
- Sun Aug 31, 2014 3:11 pm
- Forum: Gameplay Help
- Topic: Stuck after 35h playtime?
- Replies: 11
- Views: 3936
Re: Stuck after 35h playtime?
... I had double walls and a lot of turrets inside and it would have worked if I hadnt run out of energy... problem were the 25 nests constantly respawning and so the turrets draining my energy to 0. Glad to be of service. :)
- Sun Aug 31, 2014 2:56 pm
- Forum: Gameplay Help
- Topic: Stuck after 35h playtime?
- Replies: 11
- Views: 3936
Re: Stuck after 35h playtime?
... I had double walls and a lot of turrets inside and it would have worked if I hadnt run out of energy... problem were the 25 nests constantly respawning and so the turrets draining my energy to 0.
- Fri Aug 15, 2014 7:25 pm
- Forum: Gameplay Help
- Topic: Remove Enemies?
- Replies: 6
- Views: 2198
Re: Remove Enemies?
if you shoot the spawners they won't respawn. But they will keep attacking you normal (unless you set it to "relaxed game mode") where they don't attack, ever .. unless you start a fight with them. create a wall, get some laser turrets ...
- Fri Aug 15, 2014 6:40 pm
- Forum: Gameplay Help
- Topic: Remove Enemies?
- Replies: 6
- Views: 2198
Remove Enemies?
... around my base. so i was wondering, is there a way to remove the bases, or toggle godmode (and still carry a gun), or something to stop them from respawning, cuz they keep destroying all my stuff :x :cry: :?: (I am playing in freeplay ;) )
- Wed Aug 13, 2014 3:19 pm
- Forum: General discussion
- Topic: On the physiology of Biters
- Replies: 13
- Views: 5526
Re: On the physiology of Biters
... gang, take a deep breath of the now polluted air and think to yourself "Eff that! This planet now sucks. I'm better o..." *BOOM* (and respawn elsewhere on the map)
- Sun Aug 10, 2014 5:29 pm
- Forum: Gameplay Help
- Topic: Basic strategy for taking out biter nests?
- Replies: 13
- Views: 5741
Basic strategy for taking out biter nests?
... with the submachine gun every drive-by. Not ineffective, but by the time I return to the nest, it seems like the whole crawling mess has already respawned... so, I'm too slow. Second, I set off with the SMG plus a rocket launcher and some 20 explosive rockets (had to set up an entire new oil ...
- Fri Jul 25, 2014 10:46 am
- Forum: Ideas and Suggestions
- Topic: New Technology: Xenobiology
- Replies: 4
- Views: 1928
New Technology: Xenobiology
... within the allied-biter's aggro-range and will be attacked [similar behavior as if the player walked into the aggro range of a biter nest]. Respawn rates for allied biter nests would be slower than non-allied biter nests. Beacon is self-powered. Thoughts?
- Fri Jul 18, 2014 4:48 pm
- Forum: News
- Topic: Friday Facts #43
- Replies: 34
- Views: 26187
Re: Friday Facts #43
Will there be a respawn for players?
- Wed Jul 09, 2014 2:29 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 178727
[MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
... regenerate resources: remote.call("RSO", "regenerate", true) Be aware that this can take few minutes and biter bases will also respawn, the most safe place to execute this command is the starting area. Any resources in the starting region are not affected by this command. All ...
- Wed Jul 02, 2014 10:30 am
- Forum: Balancing
- Topic: Attacking biters with turrets makes all weapons pointless
- Replies: 233
- Views: 117308
Re: Attacking biters with turrets makes all weapons pointles
... reasonably "remove threats" to himself, not just "defend and hold out" with power armor. Especially when faced with obscene respawn rates found in your average biter spawn camp.