⚠️ 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
29 days ago
1.1 - 2.0
16.4K
Combat

b Searchlights wasting Flamethrower ammo when attempting to lock onto stationary targets out of bounds.

9 days ago

Attached video shows this in action, and the title should roughly describe the issue I'm having.

https://www.youtube.com/watch?v=w0FwWfBcTNk

9 days ago

Thanks for your report!

I've actually been thinking off and on about how to solve this issue for a while now. It's a problem that occurs because the searchlight uses an invisible biter to target things since find_entity_in_area() calls are so expensive. When that invisible biter finds a foe just at the edge of the searchlight's range, this behavior you documented occurs.

I still haven't thought of a graceful solution, but I might try implementing an ugly solution that will bother people less.

9 days ago

If it's worth noting, we're also noticing that the searchlights are causing our flamethrower and laser turrets to shoot for about a second then shut off for quite a while? Is this intentional behavior?

8 days ago

You might be running out of power. The searchlights use a lot of it to boost turrets. That's intentional, since the range boost is pretty overpowered otherwise.

I have an outstanding feature request to make the power demand changable as a setting, but haven't gotten to it yet. In the meanwhile, if it's too high you can change it yourself by editing line 72 of sl-defines.lua

7 days ago

We...definitely aren't running out of power with 8 nuclear reactors and 90% of it unused.

7 days ago

I also do believe the electricity usage is perfectly reasonable. It IS very powerful. The laser turrets just won't behave regardless.

7 days ago

Interesting, can you send me your save file by any chance?

7 days ago

https://drive.google.com/file/d/1r7-4kFY1ljaAgIjYfzV7YMM6scs22NHj/view?usp=sharing

This should be it? It has a handful of mods enabled, none are major content. If it's the right world, Nauvis will have a 4x reactor setup over on the left that is very tall (also it was 4 reactors not 8 i am dumb but we're still massively overproducing on power)

7 days ago

Ahh, ok, everything looks fine. Thanks for sending me the save.

I was confused because I was looking for something that looked like the "at maximum range bug", but there's another behavior for balance I failed to mention in this thread:
Turrets that are boosted have a shooting speed penalty of 1 / 30, which causes flamethrowers and lasers to fire intermittently instead of appearing to fire continuously.

I still haven't made a setting to expose this yet, but you can tweak it on line 64 of sl-defines.lua

7 days ago
(updated 7 days ago)

You can see this laser turret behavior in one of the videos I added to the mod description, where a laser turret is alerted, then shoots only a single pulse in the 8 second long clip below. If you're seeing something completely, different, please let me know and I'll poke around your save file some more.

7 days ago

Oh, I wasn't aware that turrets also had such a significant attack speed penalty while being boosted. I personally believe the heavy power draw is more than enough for balance. I do hope you add a config for that soon.

New response