⚠️ 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
25 days ago
1.1 - 2.0
16.0K
Combat

g question

a month ago

Does it also work with asteroids from the space age and Bob's enemies or any modded enemy?

a month ago

Yes it should generally be compatible, but I haven't tested it against most other mods.

a month ago

Just checked -- Yes, the searchlight can target asteroids!

a month ago

How do I get Search Light out of safe mode?

Because once it enters that mode, it doesn't do anything anymore.

Even if an enemy arrives, he won't leave safe mode.

a month ago

The search light should automatically leave safe mode when a foe comes within a distance 110 tiles.

I just tested this in space and it seems to be working fine.
Maybe there's a bug with the mod, if you send me your save file I can try investigating.

In the meanwhile, rebuilding the searchlight might fix this in the short term.

a month ago
(updated a month ago)

I don't know

There are several mods in the save file

And I attract the biters to the range, but it doesn't change from green.

a month ago

Can you add an option to keep it always on alert?

29 days ago

I might have time during my winter break, I'll see what I can do.

If you send your save file, I can sync the mods as long as they're on the mod portal. If you can send it, it'd help me at least fix whatever bug you're experiencing.

29 days ago

Since you want it so badly, it's going to take a long time to load the game. kkkkkkk

https://www.4shared.com/s/fsUO4CFDqjq

29 days ago

Actually, I only know this site for downloading mods, but since I don't have the Age of Space DLC, I'm not using the original Factorio. It's way too expensive here in Brazil, R$101.99. but i have the factorio original if not i not have account on the here site

28 days ago

Thanks for sending the save!

I'll work on a fix more this weekend, but if you could try disabling the Water Turrets Revived mod and confirming that Searchlights work as expected, that'd make me more confident that I'm looking in the right place for the bug.

27 days ago

I'll have to say goodbye to the water turret revived

It was really interfering with your mod
I forced the biters to come within range of the search light and it went into alert mode.

Therefore, there's no need to correct anything; you can mark the problem as solved and mark the water turret as incompatible.

27 days ago
(updated 26 days ago)

Is there a way to detect the player or vehicles?
And how can I do that?

25 days ago

I think I have found an quick compatibility solution for the water turrets revived mod, I've just uploaded version 2.3.18 with a fix you can try.
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

The player and vehicles should be detectable the same way biters are when they're on an enemy force / enemy team, they just have an easier time dodging the searchlight because they move faster.
I'm not sure how to make them detectable if they are on the same team as the searchlight, but maybe I can make a new feature to handle this sometime next year...

25 days ago

I don't think I'll use the water turret anymore because it makes me shoot at the goo that the biter shoots when I use auto-aim, and I have to put the mouse over the biter, which is very annoying.

22 days ago

It looks like you can disable that goo behavior by disabling the WaterTurret Mod Setting: Startup -> Turrets: Turrets clean up acid splashes

22 days ago
(updated 22 days ago)

I didn't know that existed 😓

It has now been disabled the water turret 😅

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