⚠️ SearchlightAssault ⚠️


Adds a game map and searchlights which sweep for foes at great range, alerting you while directing adjacent turrets to snipe spotted foes. Designed to dovetail with the early-mid game, searchlights provide: - Circuit network interfaces for search & detection I/O - Incentive to automate lamp & combinator production in the early game - New tactics to assault biter bases without leap-frogging turrets!

Content
7 days ago
1.1 - 2.0
12.8K
Combat

b Another Crash

2 years ago

This happened while testing don't know what caused the crash. I was testing some modded turrets (K2 HMG turret (not part of K2 itself)) that don't appear to be able to be range boosted. Also are the turrets suppose to lose health when boosted.

The mod ⚠️ SearchlightAssault ⚠️ (1.0.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event SearchlightAssault::on_tick (ID 0)
SearchlightAssault/control-tunion.lua:160: attempt to index field 'shooting_target' (a nil value)
stack traceback:
SearchlightAssault/control-tunion.lua:160: in function 'CheckElectricNeeds'
SearchlightAssault/control.lua:91: in function <SearchlightAssault/control.lua:86>

2 years ago

Thanks, turrets 'loosing health' is a known issue - some mods change the default health values for turrets from the base game at a weird point in the data stage that I haven't figured out yet.

I think I found the problem with the crash, I've uploaded a fix in version 1.0.4
If you don't see it in game after a few minutes, you can download it manually here: https://mods.factorio.com/mod/SearchlightAssault/downloads

2 years ago

Does that cover getting modded turrets getting boasted or are you still working on it.

2 years ago

I just released version 1.0.5 -- it'll fix the mismatch on turret health

You can grab it manually here if you don't see it in-game yet:
https://mods.factorio.com/mod/SearchlightAssault/downloads

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