⚠️ 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
10 days ago
1.1 - 2.0
12.8K
Combat

a Update for 2.0 / Space Age -- EXPERIMENTAL Released

a month ago
(updated a month ago)

Took a first pass at updating for the new version and it's a doozy.
Prototypes are fixed, but I'm still working on the updates to runtime functions.
I'm hoping I'm at least halfway done after spending several hours on this.

Hopefully I can crank out something playable tomorrow, but I'd expect there's probably going to be lots of bugs I can't catch.
(I probably won't even be able to play the game for personal enjoyment until thanksgiving break? Definitely christmas break...)

As always, your patience, suggestions, and diligence reporting bugs is appreciated!

a month ago

I've solved a lot more issues, but I don't feel halfway done yet.

I'm not even sure how to describe my current problem... My shadows layer "drifts" to the right when my turret rotates, even if I completely disable shift... My base layer used to animate in sync with the mask and shadow, but now they're all disjointed...

This might take a while...

a month ago

Ok, the mod should be playable now! Thank you everyone for your patience, please continue to reach out your feedback and bug reports!

29 days ago
(updated 29 days ago)

Error while applying migration: ⚠️ SearchlightAssault ⚠️: SearchlightAssault_1.3.0.lua

...chlightAssault__/migrations/SearchlightAssault_1.3.0.lua:74: attempt to index field 'value' (a nil value)
stack traceback:
...chlightAssault__/migrations/SearchlightAssault_1.3.0.lua:74: in main chunk

Just added this mod to my ongoing save game and got this error, can't even load the save.
EDIT : Just to be clear, I downloaded the mod for the first time and installed it in an existing save.
EDIT 2 : There was an update to factorio, let's see if this changes anything.
EDIT 3 : A new save with this mod seems to work just fine.. sigh time to restart again, I guess. I'm glad I wasn't too far in it.

29 days ago
(updated 29 days ago)

I'm getting this when adding this mod to an existing game:

77.533 Applying migration: ⚠️  SearchlightAssault ⚠️ : SearchlightAssault_1.1.4.lua
77.534 Applying migration: ⚠️  SearchlightAssault ⚠️ : SearchlightAssault_1.2.1.lua
77.534 Applying migration: ⚠️  SearchlightAssault ⚠️ : SearchlightAssault_1.2.9.lua
77.534 Applying migration: ⚠️  SearchlightAssault ⚠️ : SearchlightAssault_1.3.0.lua
77.868 Error AppManagerStates.cpp:1631: Error while applying migration: ⚠️  SearchlightAssault ⚠️ : SearchlightAssault_1.3.0.lua

...chlightAssault__/migrations/SearchlightAssault_1.3.0.lua:73: attempt to index local 'cc' (a nil value)
stack traceback:
  ...chlightAssault__/migrations/SearchlightAssault_1.3.0.lua:73: in main chunk
28 days ago

Thank you so much for your reports!
I've just released version 2.3.5 which should fix this for both of you.

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

@Nirahiel I'm sorry I was too slow to save you from starting a new game, it seems like you would have posted right around when I had to leave for work. You can probably try to load your old save again now, if you like.

28 days ago

Thank you so much for your reports!
I've just released version 2.3.5 which should fix this for both of you.

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

@Nirahiel I'm sorry I was too slow to save you from starting a new game, it seems like you would have posted right around when I had to leave for work. You can probably try to load your old save again now, if you like.

I would, if I still had it :P
Bah, no worries, I'm having a lot of fun anyway, and as I said, I wasn't too far in my game for me to restart (lost around 4 hours of gameplay, so, really not that much, I already made it back)

Right now I obliterate every nest I find but I'm sure that once I start forgetting about an outpost and the pollution reaching far and wide triggers some biters, I'll be sure to see your mod in action :)

27 days ago

@bolderbrush10 can you add a setting to change the turret search range ?

26 days ago

@bolderbrush10 can you add a setting to change the turret search range ?

Maybe soon, right now I'm only focusing on crashes and priority problems like that.

I'll be doing work on nice-to-haves during my Christmas break though!

26 days ago

@bolderbrush10 can you add a setting to change the turret search range ?

Maybe soon, right now I'm only focusing on crashes and priority problems like that.

I'll be doing work on nice-to-haves during my Christmas break though!

Alright, looking forward to it. I have made my biters able to move quite far when creating new bases, thus I'd like to be able to spot a base that's quite a distance away before the next one appears right on my doorstep. :3

26 days ago

searchlight can't look through walls, with the earendel combat mechanics recycling mod installed, it's possible without it, but I haven't tested it

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