⚠️ 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 Invalid spot position (it moved outside the selected area)

1 year, 9 months ago

Take a look: https://ibb.co/rMTbtj9
I set the turret's configuration right after construction, never changed it, and now I see the spot in wrong area (outside of angle).
How have It got there?

1 year, 8 months ago

Thanks for posting. I'm not sure how this happened either. I'll try to improve the targeting logic to make it less likely to happen again.

It's possible that the hidden entity that the searchlight "shoots at" has gotten locked up, or that the searchlight is shooting at some wrong hidden entity.

1 year, 8 months ago

it seems to me that if the spotlight shoots even at a normal biter, and this biter runs out of the scan area, the spotlight should stop tracking it

10 months ago
(updated 10 months ago)

This bug goes from "slightly annoying" to "worms are destroying my walls" if you're defending against a rampant siege and this bug happens. And this bug happens a LOT more when you're defending constant attacks. It seems related to searchlights following biters outside their assigned area, but that can't be the entire picture. I've set the searchlights to cover the entire area biters can appear, and they'll still get stuck staring at the inside of my walls. It's difficult to figure out why this happens, since I can only find searchlights that are stuck when they're really obvious.

The temporary fix is to change one of the values in the searchlight, which resets it. So after many hours of fiddling, I finally found a decent and permanent solution to the problem. Connect all your searchlights to a central circuit network, and read the values off the main network. Then, set up a clock to pulse a different value to your searchlights every minute. It's hard to explain if you don't already know how to use circuits, so I set up some blueprints, complete with explanations. You only need 1 or 2 combinators per searchlight to fix things.

https://factorioprints.com/view/-NnxB5Tc4fTQri8Mm-bZ

Theoretically, this is a mostly-okay fix for the bug in the mod. Rather than trying to find and fix the bug, just hide the problematic behavior. Check the actual position of the searchlight against the search boundary roughly every minute. If you find the searchlight out of bounds, run the same initialization code that runs when new settings are applied.

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