⚠️ 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 I have a weird one

11 days ago
(updated 11 days ago)

Hi, I upgraded my Laser Turrets via Planer from Normal to Rare (I was on Fulgora and did that on Nauvis).
After my robots replaced my Laser Turrets they started to act weird. Moving around the "head" and only a few was shooting around and very random/slow.
When I tried to cut a turret (wanted to cut and paste with hope to fix it) my game crashed:

9231.615 Error MainLoop.cpp:1429: Exception at tick 104626130: The mod ⚠️ SearchlightAssault ⚠️ (2.3.8) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event SearchlightAssault::on_player_setup_blueprint (ID 77)
Unknown entity name: <null>
stack traceback:
[C]: in function 'set_blueprint_entities'
SearchlightAssault/control-items.lua:36: in function 'SwapToBaseEntityType'
SearchlightAssault/control-items.lua:105: in function <SearchlightAssault/control-items.lua:99>

I have the feeling the upgrade to Rare made them act like SearchLights??? The description also change to that and the Range getting super huge

(edit: I also use the mod turret-activation-delay (beside a lot more...) which might play a role here)

11 days ago
(updated 11 days ago)

AHH nvm! I rechecked my upgrade plan and i took the laser turret from searchlight not the normal one.... thats on me!
It seems that also triggers normal laser.

11 days ago

Thanks for the report regardless! I might be able to harden the code against that issue when I get some free time

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