local Event = require "utils.event" Event.add(defines.events.on_player_died, function (event) local player = event.player_index if game.players[player].name ~= nil then print("PLAYER$die," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) end end) Event.add(defines.events.on_player_respawned, function (event) local player = event.player_index if game.players[player].name ~= nil then print("PLAYER$respawn," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) end end) Event.add(defines.events.on_player_joined_game, function (event) local player = event.player_index if game.players[player].name ~= nil then print("PLAYER$join," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) end end) Event.add(defines.events.on_player_left_game, function (event) local player = event.player_index if game.players[player].name ~= nil then print("PLAYER$leave," .. player .. "," .. game.players[player].name .. "," .. game.players[player].force.name) end end) function heartbeat() --Do nothing, this is just so managepgm can call something as a heartbeat without any errors occurring end function playerQuery() if #game.connected_players == 0 then print("output$pquery$none") else local response = "output&pquery$" for _,player in pairs(game.connected_players) do local playerdata = player.name .. "-" .. player.force.name response = response .. playerdata .. "," end print(response:sub(1,#str-1)) end end