⚠️ 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
3 days ago
1.1 - 2.0
12.4K
Combat

g Question: Radius of turret upgrade

2 years ago

I have a question: what the radius of turrets to ammo radius upgrade on a foe alert?

2 years ago
(updated 2 years ago)

Some other mods introduce ammo that has limited range.

So, for example, a turret might have a base range of 30 tiles and use ammo with a range of 28.
Normally, that works fine. The foe usually sees the turret and runs into range of the ammo while the shot is flying through the air.

But, say a searchlight spots a foe 90 tiles away and "boosts" the range of the turret next to it so that turret can fire at the foe.

Without the ammo boosting, a searchlight would boost the turret's range to 100, and the ammo's range is still 35, then the turret will shoot at a foe 90 tiles away -- and its shots will miss because the ammo's range isn't long enough to reach the foe.
And the foe never notices the turret because it's so far away. And since it never gets hit, it never has a reason to run into range.
This wastes ammo, and "locks up" the turret so it ignores other foes.

To prevent that problem, the Searchlight Assault mod has an option to also increase the range of ammo used by turrets.
This allows turrets using limited-range ammo to shoot their foes successfully.

The new range of the boosted ammo is the same as the range of a searchlight: 100 tiles.
(Defined by d.searchlightRange on line 20 of sl-defines.lua
Although, now that I look at the code, I think I need to use line 33's definition to account for a turret being placed on the far side of a searchlight from a foe...)

I have done my best to make sure that the "boosted" ammo for boosted turrets is not able to be shared or transferred out of the boosted turret.
Any boosted ammo that leaves a boosted turret should be downgraded back into its base version instantly.

This feature was requested by other users, about halfway down this thread:
https://mods.factorio.com/mod/SearchlightAssault/discussion/61bc1c4906bd61078aad09ce

The feature can be disabled through the mod setting menu if you like, it doesn't affect other parts of the game

2 years ago

Sorry, maybe I didn't describe my question correctly: how close should the turrets be placed to the searchlights to make them stronger?
Empirically, I determined that they should be placed close to each other or at a distance of one tile.

Is it correct? Could you make it configurable value in a settings pane?

2 years ago

Ah, I see. Yes, turrets should be placed next to the searchlight or one tile away.

Right now, this is controlled by line 25 of sl-defines.lua, which allows for a middle-to-middle distance of 3 tiles (to account for some turrets being larger than normal.

I can easily make it configurable. Maybe tonight, or by Sunday at latest.

2 years ago

I have released version 1.2.4 to make the distance configurable as a startup option.

You can now set the distance whatever you like, although values of 1 - 30 are what I consider reasonable. (I've capped the maximum distance to 200 for now, since that value is almost guaranteed to cause significant lag in the late game. If anyone needs it much larger, I'd be happy to explain how to change it, or hear why they need more)

The new version should start to appear in the mod portal shortly.
If you don't see it in-game you can download it manually here: https://mods.factorio.com/mod/SearchlightAssault/downloads

2 years ago

thx

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