Search found 894 matches: respawn*

Searched query: respawn*

by ShivaFang
Sun Jun 15, 2014 1:46 am
Forum: Gameplay Help
Topic: Need help with New Hope Mission 3
Replies: 16
Views: 19108

Need help with New Hope Mission 3

... even if I'm not at my base) It feels like 2 dozen small biters and 1 dozen medium biters every 5-10 seconds. I'm not even talking about the base respawns - this is just the waves that come after you even before you get in to attack. First thing I did on this map was to set up turrets and a wall, ...
by FreeER
Tue Jun 10, 2014 12:25 am
Forum: Mods
Topic: [MODS 0.10.x] Various Mods by FreeER
Replies: 60
Views: 28651

Re: [MODS 0.8.x] Various Mods by FreeER

... mod now requires a constant upkeep (of liquid dna if you are using it or just energy if not), and produces waste (it stacks to 1000...). After a respawn it can take up to a minute for it to reactivate (no visual notification, sorry), so I'd recommend at least two if you expect to die again in ...
by MF-
Tue May 27, 2014 7:29 am
Forum: Resolved Problems and Bugs
Topic: [0.9.* & 0.8.8] Major sound delay on Linux
Replies: 31
Views: 14104

Re: [0.9.* & 0.8.8] Major sound delay on Linux

Thanks for the confirmation (+including Distribution identification is a good idea too)

The "kill pulseaudio" step might not be necessary
To my knowledge, padsp uses pulseaudio to create an emulated OSS sound system device,
which means pulseaudio will be immediately respawned anyway.
by djvanryan
Sat May 24, 2014 4:32 pm
Forum: Ideas and Suggestions
Topic: World Domination (Multiplayer)
Replies: 17
Views: 7392

World Domination (Multiplayer)

... system where players can request to join a faction or declare war. Or just remain neutral/freelancer. * Death - When a player dies, he can respawn at his own flag area/spawn beacon/etc., however, he cannot engage in combat or build defense structures for a set time (5 mins for example). ...
by Garwan50
Sat May 17, 2014 12:55 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 944201

Re: Factorio Roadmap for 0.10 + 0.11 + 0.12

... that play when player is near. (If time allows!) more circuit logic (circuits for electricity, trains, liquids, etc.) I don't get it. Replays are respawn features ? Or something to go back in time, or speed up it ? Thanks
by Garm
Wed May 14, 2014 3:03 am
Forum: Ideas and Suggestions
Topic: Alien/Critter Overhaul
Replies: 8
Views: 4615

Re: Alien/Critter Overhaul

... to stronghold areas?) Thats bad. Constant loading of the neighboring land would punish explorers, as well as builders. Not only that but constant respawn of enemy bases would mean players will be forced to clean up nearby resources every 30 minutes, or establish fortified posts way early in the ...
by sillyfly
Sat May 10, 2014 12:59 pm
Forum: Ideas and Suggestions
Topic: Biter repelling building?
Replies: 3
Views: 1454

Biter repelling building?

... is not supplied with the needed materials it will not function. This could serve two purposes - first, it would allow players to control biter respawning near them. It can be frustrating to clear a biter nest only to have it re-appear minutes later. Second - it would mean you have to have a ...
by Airat9000
Sat May 10, 2014 2:01 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 36800

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.3

do respawn lava from dyteh, after the new or the old game, but the way is still thought before I forget .. whatever was spent on the production of oil or fuel resource for realism .. or make another button for that would be ...
by Dark_star
Tue May 06, 2014 12:12 am
Forum: Implemented Suggestions
Topic: instead of dying, restart in clone center / cloning /respawn
Replies: 8
Views: 2940

instead of dying, restart in clone center / cloning /respawn

What about having a clone center. so instead reloading game after being killed the character gets cloned in a clone center back at base. Most likely small cost in time and resource. The real cost would be, what was happening at the time the character was killed. I believe a mod might have been done ...
by Undermind
Sun May 04, 2014 10:58 am
Forum: Ideas and Suggestions
Topic: A cup of multiplayer
Replies: 11
Views: 11668

Re: A cup of multiplayer

... you need time to lock pick chest - Every player have his own tech tree - Technology cost decreasing if other players research tis tech already - Respawn after some time at starting position. Special item can change respawn location - When you die, all items stay inside corpse and can be looted ...
by Raze1991
Sat May 03, 2014 10:22 pm
Forum: Ideas and Suggestions
Topic: A cup of multiplayer
Replies: 11
Views: 11668

Re: A cup of multiplayer

There should be multiplayer in two modes: 1) Coopperation mode: You share all (buildings, technologies etc.) and respawn after death. 2) Competition mode: You have your own buildings and technology list and your death is permanent. Eventually you can rejoin to the game as a new ...
by andzoak
Sat May 03, 2014 7:35 pm
Forum: Ideas and Suggestions
Topic: A cup of multiplayer
Replies: 11
Views: 11668

Re: A cup of multiplayer

There should be multiplayer in two modes:
1) Coopperation mode: You share all (buildings, technologies etc.) and respawn after death.
2) Competition mode: You have your own buildings and technology list and your death is permanent. Eventually you can rejoin to the game as a new player.
by hipscumbag
Thu May 01, 2014 3:00 pm
Forum: Balancing
Topic: Are bitters too hard to kill in end game?
Replies: 59
Views: 46139

Re: Are bitters too hard to kill in end game?

Well, the main task is to kill the spawners, before they can respawn. I'm for example not good with the car. My strategy is use poison to reduce health and kill the worms and then to lay out many defender bots to protect me and concentrate myself to keep ...
by ssilk
Thu May 01, 2014 8:10 am
Forum: Balancing
Topic: Are bitters too hard to kill in end game?
Replies: 59
Views: 46139

Re: Are bitters too hard to kill in end game?

Well, the main task is to kill the spawners, before they can respawn. I'm for example not good with the car. My strategy is use poison to reduce health and kill the worms and then to lay out many defender bots to protect me and concentrate myself to keep ...
by hipscumbag
Thu May 01, 2014 4:48 am
Forum: Balancing
Topic: Are bitters too hard to kill in end game?
Replies: 59
Views: 46139

Re: Are bitters too hard to kill in end game?

... desperately throwing grenades in an attempt to kill enough biters that I can afford the time to fire a few rockets before i'm swarmed again. A respawn timer would help this a lot!
by Reygan
Mon Apr 14, 2014 10:01 pm
Forum: Mods
Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
Replies: 69
Views: 29258

Re: [0.9.x] Reygan's Assembly Mod

... May be nobody will disagree? :) Then ok about it. Any way, with autosaves, cloning is not very important feature. Only if find some use of vanilla respawner. But i think it is overpowered in any case. And how to control player port by lua? I can try to help you with graphics :) Hm good idea indeed. ...
by rk84
Mon Mar 17, 2014 5:48 pm
Forum: Mods
Topic: Introduction, Downloads & Release history
Replies: 73
Views: 98061

Introduction, Downloads & Release history

Intro: Test mode in FishSandwich's Factorio MOD Spotlight Features: Build options: Respawns items while building. Can make built entities indestructible/unminable/inoperable/unrotatable Print script events. Time of day: Normal, always daytime or always nighttime ...
by Nova
Sat Mar 15, 2014 2:45 am
Forum: General discussion
Topic: If you thought tower creeping was dull...
Replies: 37
Views: 14577

Re: If you thought tower creeping was dull...

That's right, but we would still need some changes, because tower creep is already easy and effectiv.
The same for the biter: Instant respawn would even with better options be annoying and counter productiv.
by Calico
Thu Mar 06, 2014 8:33 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 91320

Re: Fight

... the car for combat, seems risky at best with all those rocks and trees around. I'm not saying thats what combat should look like, but with instant respawn rates there isn't a lot of choice involved. It all comes down to destroying the spawners as fast as humanly possible. Doesn't matter if you ...
by Deathmage
Mon Mar 03, 2014 4:16 pm
Forum: General discussion
Topic: If you thought tower creeping was dull...
Replies: 37
Views: 14577

Re: If you thought tower creeping was dull...

However, the rapid/instant respawn rate of nest defenders, plagues of worms, and the general feeling that you, the player, should have a hand in their destruction, make most bases unapproachable. Most bases can only be conquered by 'Offensive ...

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