Oarc Multiplayer Spawn (Reborn) deprecated


Continuation of Oarc Multiplayer Spawn for Factorio 2.1. Every player gets their own spawn area, or can now just start at the map center, and can claim their own cargo landing pads. Fixes the stuck "Please wait!" dialog in sandbox and other bugs from the original's discussion page.

Utilities
an hour ago
2.1
7
Transportation Environment

Changelog

Version: 2.1.36
Date: 2026-11-08
  Features:
    - Tinted crash sites, merged in from Tinted Spaceship by Maxreader and its 2.1 fork by caseykat (MIT). Every spawn's crashed ship and big wreckage pieces are colored in the host player's color, on every planet. The shared map center ship takes the color of the first player to start there.
  Changes (compared to Tinted Spaceship):
    - Tints every player's crash site when Oarc builds their spawn, not just the first one on Nauvis.
    - Uses the player's own color on the overlay instead of the force color, so it works on the shared main team and doesn't change any team colors.
    - The wrecks' own graphics are left alone (the original added an extra tint layer to them that did nothing).
    - No longer writes to storage when the save loads, and only the high resolution masks are included (2.x doesn't use the others).
    - Not compatible with Tinted Spaceship or its fork, since it's built in now. The /recolor-crash-site command isn't included.
Version: 2.1.35
Date: 2026-11-06
  Bugfixes:
    - Fix crash "LuaGuiElement API call when LuaGuiElement was invalid" in PersonalCargoGuiClick when clicking a button that closes its own window (e.g. the spawn menu buttons).
Version: 2.1.34
Date: 2026-11-05
  Features:
    - New per player setting "Hide the Oarc button" (Mod settings > Per player) hides the Oarc button in the top left corner. Takes effect right away.
    - Shift+O opens and closes the Oarc menu, with or without the button. Rebindable in Settings > Controls.
Version: 2.1.33
Date: 2026-11-05
  Bugfixes:
    - Fix crash when creating a new spawn with shared power or shared chests enabled (LuaEntity::minable is now read only, use minable_flag instead). From Oarc's oarc-mod 2.1.27, thanks to Poopfish for the report and fix.
Version: 2.1.32
Date: 2026-10-31
  Features:
    - New "Reset evolution on new spawn" setting (off by default). Every new spawn area on a planet (a new player's spawn, a buddy spawn, or landing on a new planet) resets enemy evolution on that planet to 0 for everyone, so late joiners don't face fully evolved enemies. Joining someone else's base or starting at the map center doesn't reset it. From Oarc Classic by Oarcinae.
Version: 2.1.31
Date: 2026-10-31
  Bugfixes:
    - Fulgora: lightning attractors (ruins) from map generation, and the ones placed in a new spawn, now belong to the team of the closest spawn so players can deconstruct them. Map generation puts them on the hidden player force, which no Oarc team could touch. From Oarc Classic by Oarcinae.
    - Teleports look further out for a dry spot when a lake covers the target (mainly the map center start). From Oarc Classic.
Version: 2.1.30
Date: 2026-10-31
  Features:
    - Unlimited landing pads per surface built in (same as All the Landing Pads by wretlaw120): researching Rocket silo removes the one pad per team per surface limit. Personal landing pads no longer need any other mod. If All the Landing Pads is also installed, the bonus is only added once.
  Bugfixes:
    - Cargo from a rocket silo coming back to the same surface (space science without Space Age) now goes to the landing pad closest to that silo instead of always the first pad built, so every base gets its own. This is the bug reported on All the Landing Pads. Rockets to space platforms are unchanged.
Version: 2.1.29
Date: 2026-10-31
  Features:
    - Personal cargo landing pads, merged in from Personal Cargo Landing Pad by soyukke (MIT). Each player can claim one landing pad per surface and their own space platforms. Cargo dropped from your claimed platforms, and you when riding a cargo pod, lands on your own pad, even when everyone shares a team. Claim them with the panel next to the landing pad / platform hub window, or /claim-cargo-pad and /claim-platform. Building a pad claims it for you if you don't have one on that surface yet. Admins can take over claims.
    - (2.1.30: no extra mod needed for multiple pads any more.)
    - Main team: cargo pods from a claimed platform now land at the owner's spawn (when there's no landing pad yet) instead of the map center, and can start the owner's secondary spawn on a new planet.
  Changes:
    - Not compatible with the separate Personal Cargo Landing Pad mod, since it's built in now.
    - Unlike the original, building a second pad on a surface where you already own one no longer deletes it; it just isn't claimed.
    - A player's pad and platform claims are released when they are reset.
Version: 2.1.28
Date: 2026-10-30
  Bugfixes:
    - Square spawns: starting resource patches no longer run past the bottom of the spawn when a mod adds an extra resource (e.g. Bio Tech (Reborn)'s sand ore). Patches that don't fit in the first column now start a second column. Circle and octagon spawns already fit.
Version: 2.1.27
Date: 2026-10-27
  Info:
    - Oarc Multiplayer Spawn (Reborn): continued by FallenPaladin since the original author is no longer maintaining it. All credit for the original mod goes to Oarcinae (MIT license). This version can't be added to a save made with the original oarc-mod, start a new game.
  Features:
    - New spawn menu choice: "Start at map center (Vanilla Start)". Skips the custom spawn area and starts you at the center of the selected surface on the main team, like a normal game, with the crashed ship (one shared ship per surface). No custom spawn, starting resources, moat or secondary spawns for players who pick it. Can be turned off with the new "Allow map center start" setting (needs the main team enabled).
    - Remote interface: added is_center_spawn_player(player_name).
  Bugfixes:
    - Fix the "Please wait!" spawn dialog never closing in sandbox games (or any player with no character, like god mode or the map editor). Players without a character are now moved straight to their spawn when it's ready, and the dialog closes.
    - Dead players whose spawn finishes while they wait to respawn get a chat message and are sent there on respawn, instead of staring at the wait dialog for the whole respawn timer.
    - Fix crash (Unknown entity name, e.g. copper-ore) when an overhaul mod like AngelsBobs removes or renames resources or entities used by the spawn config. Missing ones are skipped and logged. The holding pen also falls back if grass, trees, fish or crude oil are missing.
    - Fix Krastorio 2 Tesla coils not firing. Friend and cease fire settings were applied to every non-enemy force, including Krastorio's internal turret force. They are now only applied to player forces.
    - Fix a crash in the spawn generation queue when a host left or reset while their spawn was still generating (an entry was set to nil in the middle of the list instead of being removed).
    - A spawn whose surface was deleted, or which was removed, while generating no longer leaves waiting players stuck. They go back to the spawn menu, or home if it was a secondary spawn.
    - Resetting a player while their spawn was still generating now shows the spawn menu again (the leftover wait dialog was blocking it), and removes them from any spawn waiting lists.
    - Fix the remove_or_reset_player remote interface crashing when given a player name.
    - Fix crash in secondary spawns when a player has no home spawn.
    - Fix a couple of accidental global variables.
  Changes:
    - New spawns now aim for the biggest open gap between existing spawns on that surface instead of a random direction, so players are spread around the map (2 players end up on opposite sides, 3 players about a third of the map apart) instead of sometimes landing right next to each other.
    - The spawn distance slider now starts at 500 chunks (kept within the server's min/max) instead of the minimum, so players who just click through the spawn menu end up well spaced apart.
    - Research finished by a script (sandbox mode, research_all_technologies, other mods) is no longer announced in chat, which flooded the chat with hundreds of messages.
Version: 2.1.26
Date: 2026-10-23
  Features:
    - Cargo pods dropped from a space platform, and players riding them, now land at your spawn on that planet instead of the map center (only if your force has no landing pad on that planet)..
    - A new secondary spawn now starts generating as soon as a cargo pod leaves the platform for that planet, so you usually land straight at your new spawn instead of waiting in the holding pen.
  Bugfixes:
    - Fix crash when sending items from one space platform to another. Cargo pods are now only tracked if they are descending to a planet surface, and invalid pods are cleaned up. Thank you to the oarc-for-bno folks for the report and suggested fix!
    - Fix crash when a cargo pod's destination surface is deleted by another mod while the pod is in flight (e.g. Carna). The pod is no longer tracked.
    - Unlock the starting planet for the main force and for new player forces. Surfaces that aren't planets or space locations are skipped instead of causing an error. I don't know why or when this changed, but I observed this during my testing.
    - Fix crash when spawning or resetting a player while they are on a space platform or using remote view. The player's character is now teleported instead of only their remote view. Players reset while dead are sent to the holding pen when they respawn.
  Info:
    - Show the main force cargo pod warning on primary spawn surfaces (e.g. nauvis) too, not just on surfaces with secondary spawns enabled.
Version: 2.1.25
Date: 2026-07-06
  Changes:
    - Just bumped the major version support. I don't think there are any required changes to support 2.1. Let me know if you run into issues though.
Version: 2.1.24
Date: 2025-05-16
  Bugfixes:
    - Fix that player's couldn't access their own crash site ship if friendly forces was disabled. The crashed ship is now on the host's force.
    - Fix compatibility issue with EverythingOnNauvis mod. Thank you to zzzz465 for the fix!
  Info:
    - Added a simple crashed ship was destroyed message (by request) only if the ship dies and friendly forces is disabled.
Version: 2.1.23
Date: 2025-01-19
  Bugfixes:
    - Fix crash on migration when adding mod to an existing game.
    - Change spawn cleanup nearby bases safety check to use "minimum_distance_to_existing_chunks" distance to avoid wiping a nearby buddy's base.
  Modding:
    - Add a hidden setting to allow disabling solo spawns. (Not exposed in the GUI.)
Version: 2.1.22
Date: 2025-01-14
  Bugfixes:
    - Make sure secondary spawns don't trigger on surfaces where they are disabled!
    - Add support for surfaces that don't have autoplace_controls in their map gen settings.
    - Caught a few cases where oarc-mod-on-config-changed event was not being triggered.
  Modding:
    - Add buddy_spawn_distance_offset to allow adjusting the distance between buddy spawns. (Hidden config.)
    - Add remove_or_reset_player remote interface.
Version: 2.1.21
Date: 2024-12-31
  Bugfixes:
    - Actually fix crash when buddy is now an ex, when generating a secondary spawn.
Version: 2.1.20
Date: 2024-12-30
  Changes:
    - Change settings import/export to use serpent block instead of a single line. This should make it easier to read and edit the settings.
    - Add a customizable section to the server info tab (not editable via GUI for now, only via remote interface, custom scenario or importing custom settings).
  Bugfixes:
    - Fix crash when buddy no longer exists when generating a secondary spawn.
Version: 2.1.19
Date: 2024-12-19
  Bugfixes:
    - Fix crash due to not clearing buddy names correctly.
  Info:
    - Remove warning/experimental message now that things are mostly stable.
Version: 2.1.18
Date: 2024-12-11
  Bugfixes:
    - Fix crash when using square bases with gleba-style resources being placed.
Version: 2.1.17
Date: 2024-12-09
  Major Features:
    - Cargo pods dropped onto a new planet will now trigger generation of a secondary spawn (separate landing location / home base) if you are not on the main force.
    - Cargo pods landing on a planet with no landing pad for their force will be teleported to the force's spawn point if they have one. This can't yet be done for the main force because there may be multiple bases created for different players and there is currently no good way to differentiate them. You can still retrieve cargo pods from the center of the map using the /oarc-wheres-my-cargo-pod command once you land.
  Bugfixes:
    - Fix incorrect names printed for infinite technology research.
  Minor Features:
    - Add a non-mod setting to clear decoratives in the spawn area. (Not enabled by default, not visible in the native mod settings.)
    - Add a non-mod setting to allow toggling the the random ordering of resource placement within the spawn area.
  Info:
    - Add more info to the template scenario to help with understanding how to override settings.
    - Disable some of the extra debug logging.
  Modding:
    - Add remote interfaces to add custom tabs to the top left GUI. Updated template scenario to show how to use the new features.
Version: 2.1.16
Date: 2024-12-03
  Bugfixes:
    - Fix a migration issue that could cause a crash if you try to reroll your spawn.
  Minor Features:
    - Added command to remove an offline player's spawns and character (oarc-cleanup-player).
  Changes:
    - Lots of minor changes to the various messages that get printed. Added color and icons where appropriate, and changed some of the sound effects used.
  Modding:
    - Add oarc-mod-on-config-changed and oarc-mod-on-chunk-generated-near-spawn events.
    - Update template scenario to show how to use the new events to modify the spawn area and spawn options GUI.
Version: 2.1.15
Date: 2024-11-27
  Bugfixes:
    - Fix crash when player spawns due to missing surface configuration due to a missing migration.
  Changes:
    - Images losslessly compressed to reduce mod size. (Thanks plexpt!)
  Modding:
    - Adding first_spawn and is_host flags to oarc-mod-on-player-spawned event.
    - Add additional remote interfaces: get_unique_spawns, get_player_home_spawn, get_player_primary_spawn.
    - Adding new custom event: oarc-mod-on-spawn-choices-gui-displayed. Intended to let other modders customize the spawn choices GUI.
Version: 2.1.14
Date: 2024-11-21
  Info:
    - Update CN locale. (Thanks plexpt!)
    - Many non-localized planet names localized and started using the icons where possible too.
    - Make use of new set_driving() function. Won't affect gameplay, but I no longer have to do an extra teleport as a workaround.
    - Add mod compatibility for "Better Chatting" mod. (Thanks PennyJim!)
Version: 2.1.13
Date: 2024-11-20
  Major Features:
    - Adding support for secondary spawns on Gleba, Vulcanus and Aquilo. This is still experimental and will likely have some issues. Please report any bugs you find. If you want to use this feature, you must go into the in game GUI and check the enable secondary spawns checkbox for the other planets specifically.
  Changes:
    - Stop regrowth deleting cargo pods at center of map. (By marking the center chunks as permanent.)
    - Change surface regrowth checkboxes to be enabled/disabled by the global setting to make it obvious that they are dependent on the global setting.
    - Change moat selection to enabled by default.
  Bugfixes:
    - Fix regrowth surface setting not respecting previous setting state when surface is first created.
    - Remove offline enemy attack error messages. (Not really a bug, just false error messages.)
  Info:
    - Add RU translation (thanks KORESHon!)
Version: 2.1.12
Date: 2024-11-13
  Bugfixes:
    - Change technology research notification to use localized name.
  Info:
    - Add warnings regarding which surfaces are currently supported for spawning.
Version: 2.1.11
Date: 2024-11-12
  Bugfixes:
    - Fixes a crash due to a migration issue if spawns were allowed on not-yet-supported planets.
Version: 2.1.10
Date: 2024-11-11
  Major Features:
    - Adding support for secondary spawns on Fulgora. This is still VERY experimental and will likely have some hidden issues. Please report any bugs you find. If you want to use this feature, you must go into the in game GUI and check the enable secondary spawns checkbox for Fulgora specifically.
    - Major work done under the hood to support secondary spawns. Depending on how Fulgora testing goes, I will add support for other planets soon.
  Minor Features:
    - Added some new commands: "oarc-wheres-my-cargo-pod", "oarc-reroll-spawn", "oarc-trigger-cleanup". See the in game help text for info.
    - I now disable technology_notifications_enabled by default since it seems like this is highly requested. Only finished research is announced. I will expose settings for this later if needed.
    - If you land on a planet where you have a custom spawn, but there is no landing-pad, you will be automatically teleported to your home spawn.
  Info:
    - Removed redundant "enable secondary spawns" setting. You just enable/disable per surface using the in game GUI now.
    - Renamed "force grass" setting to "force tiles" since it can be used for more than just grass and change it to be default on.
    - New config options (not shown in GUI) for configuring other planet/surface spawns. See planet_configs folder for examples.
  Bugfixes:
    - Fixed a crash if surface only had 1 basic-solid resource to place.
    - Fix some ordering issues where enemies were removed after a spawn was placed resulting in gaps in the treeline.
Version: 2.1.9
Date: 2024-11-06
  Bugfixes:
    - Fix crash when clicking player self reset button again before confirmation dialog is closed.
  Info:
    - More locale additions (thanks plexpt!). Removed trailing spaces from locale files.
Version: 2.1.8
Date: 2024-11-05
  Changes:
    - Adding bonus damage to spawners that scales with evolution factor and distance to spawns. This is to help new players joining late games where spawner health is too high due to evolution. This can be toggled in the in game GUI settings (not mod settings).
Version: 2.1.7
Date: 2024-11-05
  Bugfixes:
    - Fix crash when player clicks on team radio select if main team is disabled.
Version: 2.1.6
Date: 2024-11-04
  Bugfixes:
    - Fix player being teleported home when remote driving vehicles.
    - Fix compatibility with blueprint sandboxes mod. (Dependency ordering and hiding of surfaces.)
  Info:
    - Big thanks to plexpt for helping me localize even more of the mod!
Version: 2.1.5
Date: 2024-11-01
  Changes:
    - Provide a clear error message that it is NOT supported if the mod is removed and re-added.
  Info:
    - Add zh-CN translation files.
Version: 2.1.4
Date: 2024-10-29
  Bugfixes:
    - Fix crash due to invalid player character when attempting to remove items in player left game event.
Version: 2.1.3
Date: 2024-10-27
  Minor Features:
    - Add GPS ping for when player clicks on someone's location in the player list.
    - Players can now reset themselves if they want a different spawn. Available in the spawn controls tab of the custom GUI. This feature is enabled by default but can be disabled with a setting.
    - New settings allow changing if player teams are friendly and/or have a cease fire. Exposed because friendly forces are problematic due to griefing. CooP is still the default setting.
    - Add a broadcast message for when a player changes surfaces.
  Changes:
    - Change default spacing between fluid resource patches (like crude-oil) to be 6 instead of 4.
    - Added config setting to control the spacing between fluid resource patches. (Not exposed in the GUI.)
    - Set default starting items to be the same as Vanilla freeplay.
  Bugfixes:
    - Fixed logistics chest not shown in coin shop due to outdated item name.
    - Fix crash when player dies and respawns on other surfaces.
    - Fix allowing players to teleport home from anywhere if viewing their home surface remotely.
    - Fixed a LOT of references to player where player.character should be used instead.
  Info:
    - Rename and re-arrange the custom GUI tabs. (Surface Config --> Surface Settings)
    - Add several custom events to support future features and integration. These have lots of debug logging enabled currently, I'll disable these at a future date, for they are useful now to assist when issues come up with the new SA and 2.0 features.
    - Add DE translation for the main locale file.
Version: 2.1.2
Date: 2024-10-23
  Bugfixes:
    - Fix spawn controls tab in custom GUI not being re-enabled when GUI is recreated (on mod update for example).
  Info:
    - Add a warning note explanation when the custom respawn feature is not available.
Version: 2.1.1
Date: 2024-10-23
  Bugfixes:
    - Fix a crash when clicking on player location in player list.
Version: 2.1.0
Date: 2024-10-22
  Major Features:
    - EXPERIMENTAL Support for Factorio 2.0 and Space Age DLC! Currently, only spawning on Nauvis is supported. More features to support space age will be added in the near future.
  Minor Features:
    - Added a button to teleport back to your respawn point. This is useful if you get placed at 0,0 coming back from space.
  Bugfixes:
    - Fixed an issues with surface blacklist being ignored.
    - Fixed an issue where I broke buddy spawn chunk gen.
Version: 2.0.4
Date: 2024-10-19
  Bugfixes:
    - Reverting the enemy scaling that introduced new enemy forces due to being a suspected source of desyncs.
    - Fixed an issue where unexpected chunks were being removed when abandoned bases were being cleaned up, even though regrowth was disabled.
    - Fixed a bug where if you use the custom scenario, it would ignore mod settings even when not overriding them.
    - Removing accidentally included scenario from the mod package. (Gitignore doesn't stop it from being included in the mod package when using FMTK.)
  Minor Features:
    - Added a section in the custom GUI for settings that don't appear in the mod settings, but might still be good to have easy access to. Currently, this just adds a couple of settings related to coins generated by killing enemies. I may expand this in the future.
    - Added settings for enabling primary and secondary spawning per surface in the in game GUI settings. Previously you couldn't choose which surfaces allow primary and which allow secondary spawning. Now you can pick which surfaces players are allowed to start on, and which surfaces will generate custom secondary spawns when a player first travels to them. This will be useful for space age support.
  Changes:
    - Re-added the code that turns on the research queue by default. This is the default vanilla behavior.
    - Changed resource placement to use degrees instead of radians. Only applies to circle/octagon bases. Should be more intuitive. Watch out for this change if you modified the resource placement mod settings.
  Info:
    - Due to the nature of the changes, I would recommend restarting fresh to avoid potential migration issues. I did add migration scripts, but can't guarantee they will work perfectly in all cases.
Version: 2.0.3
Date: 2024-10-13
  Major Features:
    - Return of the "coin shop" feature (including biters dropping coins).
    - Marking RSO as incompatible because I can't easily make it compatible.
  Bugfixes:
    - Fixed crash when player with shared spawn leaves and another player in the spawn menu selects that spawn.
    - Fixed crash when starting items has an entry with count 0.
    - Fixed not setting player back to the "Default" permissions group when they spawn.
    - Remove log spam from surface config settings GUI.
  Info:
    - Updated comments in config file and scenario template to be more clear.
Version: 2.0.2
Date: 2024-10-08
  Major Features:
    - Added a new GUI config for all surface specific settings that can't be made available in the mod settings. This will let you easily configure all available settings via the in game custom GUI now. It is also possible to import and export settings as a serialized string. (You can still use a custom scenario to configure all settings as well using the template provided.)
    - Added a player list tab to the custom GUI so you can see all players on the server, and their locations.
  Bugfixes:
    - Fixed a minor issue with resource placement not calculating the angle correctly when placing solid resources.
    - Removed log spam related to offline enemy protection.
    - Fixed an issue with regrowth that was causing log spam about chunks not being tracked properly.
  Info:
    - Added fish to moats.
    - Doubled the default value for "minimum distance to existing chunks". There were some concerns bases might spawn too close together in some cases, this should help alleviate that.
    - Changed safe_area radii config to use chunks instead of tiles. Makes more sense for the setting and is easier to visualize distance in chunks. (Older configs should get migrated automatically, but you may want to double check your settings.)
Version: 2.0.1
Date: 2024-09-25
  Bugfixes:
    - Fixed that players in holding pen didn't have console permissions to be able to chat with other players before spawning.
  Ease of use:
    - Renamed scenarios folder to disable the provided template and added a readme file too. This should make it very clear that the scenario is only a template that must MODIFY first before you use it. Don't worry about the scenario unless you are doing headless hosting and don't want to upload a save file everytime.
Version: 2.0.0
Date: 2024-09-25
  Major Features:
    - Initial release of a formal mod (non-scenario) version. This is essentially a rewrite of the original scenario in mod form.
    - Added support for spawning on different surfaces in preparation for space age support.
    - Updated all GUIs to be more in line with style recommendations and to be more user friendly.
    - New preview GUI while spawn is being generated and instant transition to the new spawn when ready.
    - Exposed most of the mod settings in the custom in game mod GUI. This provides a nicer interface than the native mod settings allows.
    - New holding pen surface with restricted permissions for players to spawn into before being moved to their primary spawn.
    - Regrowth and world eater features can safely be toggled on/off at any time and supports multiple surfaces.
  Bugfixes:
    - Fixed an issue where active radars would block spawn areas from being cleaned up if a player left within the removal window.
    - Fixed an issue where regrowth would sometimes delete chunks with vehicles, robots or spidertron in them.
    - Added several mods as hidden dependencies to avoid fatal errors on startup due to incompatible load order issues.
  Optimizations:
    - New implementation of shared electricity should stop any possibility of desync with the old method as well as improve performance. (Uses cross-surface power connections.)
    - New implementation of shared items should also improve performance. (Uses linked-chest.)
    - Some changes to regrowth to improve performance (reducing unnecessary refresh areas).
  Info:
    - Several of the soft-mod features have been removed (including the coin shop).
    - Space age support will not be available until some time after it is released. I will need time to test and implement it. For now, this is provided as a feature for experimentation. You can test "secondary" spawns by enabling that feature in the settings, it is currently disabled by default.