⚠️ 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

i QoL Suggestions

2 years ago

Firstly, love this mod. Playing with rampant and this makes it very manageable with a good balance. Thanks for making it!

A few minor requests to make the UX better:
- On hovering a searchlight, would like to see only the scanning region (currently yellow) minus the larger green circle. Currently, the yellow scan range is not very visible overlayed on top of the green range.
- Change appearance of turrets around a searchlight to visually represent which ones are being influenced by it. eg Change tint / draw a marker / show floating text on placement, for rangeboosted turrets so it's glanceable that the turret is rangeboosted vs normal. (I've set the rangeboost radius to 3 tiles in my save)

I'll add more as I think of them if that's okay. Thanks again!

2 years ago
(updated 2 years ago)

Thanks for the compliments and the feedback!

Definitely feel free to keep making suggestions. The majority of suggestions have been things I want to do, even if I can't always work on it right away.

Trying to get rid of the larger green circle has been a challenge, I don't know when I'll be able to figure out something for that. Being able to fix that would tie into the ability to hide the searchlight's "range" from the overall turret range indicator on the map screen, which I know some other players would like...
If I can't figure it out in a few months, I might just change how the yellow-scan-range indicator is rendered to make it more apparent when mousing over a searchlight.

I have been rendering a small animated marker on rangeboosted turrets, so it sounds like I need to work on making something less subtle. Making things more obvious at a glance is a good idea. I was also thinking about adding some kind of wired-up dirt texture to the ground in the area where turrets can be range boosted.

2 years ago

I've just released version 2.0.0, which makes the scanning region more distinct, among many other features

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
(updated 2 years ago)

Oh wow! Awesome! Thanks!

2 years ago

I've just released version 2.2.4, which adds some visuals to help make boosted turrets more distinct, and displays a radius for boosting turrets when holding / hovering over a searchlight. Let me know what you think!

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

Neat! Thanks for pinging, I'll check it out and get back with some feedback. Gimme a week or so though if that's ok

2 years ago

No worries, thanks again for the suggestions!

2 years ago

Hello again. Apologies for the late response. I did check out the new wire graphics. I honestly have a... mixed reaction to it. When placing the searchlight (searchlight in hand), the area looks like a wire fence on the floor which is conveying area of effect which is good but seems a bit weird. Once placed with turrets around and when hovering over the turret, I couldn't notice the wires under it, but when an enemy was found in range, the wires glowed randomly, which is a nice effect I think but maybe a bit too subdued?

I think, as a base usable solution, we can do some simple vanilla UI entity highlighting like how power poles and beacons highlight the entities around them that are affected. Same for signifying the area (when placing the area shown when beacon/pole is in hand). Not sure if that's possible since you already have a compound entity. The wire effect on top of that would look better as an added decoration IMO. What say?

2 years ago

Yeah I'd like to do entity highlighting while holding the searchlight in hand, but it's hard because the API doesn't let you read the mouse cursor position (for good reason).

Maybe I can figure out something else, or a workaround. I appreciate the feedback & advice!
I'll probably work on some art updates over winter break.

New response