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    QGazQ

    @QGazQ

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    Posts made by QGazQ

    • RE: Room edge bugged

      Sounds similar to what happened to one of my rooms on S+2. Ags said the logs had

      Error processing room W11S9: TypeError: Cannot read property 'toString' of undefined
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/structures/_destroy.js:33:32)
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/_damage.js:55:45)
          at Object.module.exports [as rangedMassAttack] (/screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/rangedMassAttack.js:59:30)
          at /screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/intents.js:30:26
          at Array.forEach (<anonymous>)
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/intents.js:28:18)
          at /screeps/node_modules/@screeps/engine/dist/processor.js:325:94
          at /screeps/node_modules/lodash/index.js:3073:15
          at baseForOwn (/screeps/node_modules/lodash/index.js:2046:14)
          at /screeps/node_modules/lodash/index.js:3043:18
          at Function.<anonymous> (/screeps/node_modules/lodash/index.js:3346:13)
          at /screeps/node_modules/@screeps/engine/dist/processor.js:306:15
          at _fulfilled (/screeps/node_modules/q/q.js:854:54)
          at /screeps/node_modules/q/q.js:883:30
          at Promise.promise.promiseDispatch (/screeps/node_modules/q/q.js:816:13)
          at /screeps/node_modules/q/q.js:570:49
      

      He bounced the server and it recovered. It may or may not be relavant.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: PTR Changelog 2019-09-20: NPC Strongholds

      Are ruins walkable? Or does it depend on what they are a ruin of? Do roads make ruins? Edit: I may jump on PTR and have a play next week

      posted in News & Announcements
      QGazQ
    • RE: Draft: Store prototype API

      I must say I'm for this change, and after a period of transition removing the old ones. It did confuse me a lot originally, and though I now have prototypes that handle most of it removing them will simplify things.

      As others have mentioned there needs to be some way to define the limits for Labs and Nuker, as others have mentioned a single store object would be my preference with some kind of per resource limit field. The other "important" thing I do a lot is to check what resource type is in a lab, at the moment this is a simple .mineralType. I'd rather not have to iterate over the store / supportedResources and ignore energy to be able to get it in the new way of doing things (though if it were the only way I could add a prototype of .mineralType which did it and cached the result).

      posted in News & Announcements
      QGazQ
    • RE: Power Creeps - Others can enable power in my reserved rooms

      I'll be honest after seeing Gounads doing similar to make anti Tigga scratching posts in his remotes I was wondering about this sort of idea anyway. It doesn't stop anyone, but gives a little extra prep time to spawn something.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Power Creeps - Others can enable power in my reserved rooms

      It is intentional, they can also enable power in your main claimed rooms as well. If you don't want them to you need to stop them getting to the controller.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Power Abilities Adjustments. Labs/Spawn/Storage/Terminal and Regen Mineral.

      I might as well add my theoretical "bug" / expected behaviour. I haven't tried this, but looking at the source I think it should work. Mine a mineral down to a very small (put positive) amount. Active REGEN_MINERAL. During the 100 ticks duration quickly take the mineral to 0. This will trigger the regen timer. The Power will still be active and pull the mineral amount above 0 again, but the regen timer will still be active (set). Keep the power going and don't mine it below 0 and you can get the 1/t mineral during the regen timer. Once the timer would have expired, mine it to 0 and it should instantly be regened.

      It's not a great gain, but allows the power to be used with 100% uptime and normal mining. So takes the overall income from 1/t (from either natural regen, or power) to 2/t with both. ... assuming it does actually work

      posted in General Discussion
      QGazQ
    • RE: Max Spawning Distance?

      @stormwing0 that code isn't doing anything to the spawning creep. Its simply writing some text with RoomVisuals to show what is being spawned. Its offset so it doesn't draw on top of the spawn which would be hard to read. Room visuals can be placed wherever you like in a room, but they are only visual, have no interactions and only you can see them.

      posted in Help
      QGazQ
    • RE: All screeps die at once.

      That sounds like a refresh issue. I might be being too obvious but have you turned it off and on again (either refresh the browser or exit and restart the client). I often get glitches if I leave it open when I'm not around.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Manual safe mode does not activate...

      /me too

      I've seen this several times on S+ and SWC. I thought I'd seen it on MMO but I may be wrong on that. Its worth noting (as you did in slack) that you can activate safe mode successfully from the console/code, it's only from the UI it is ignored.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Sound

      In any "running" room wouldn't there be so many sounds playing over each other that it wouldn't give any info? I know I have 2 harvesting, 1-3 upgrading and a few builders per tick. That said towers pew pewing could may be useful, though I'd have to be watching the room.

      posted in Feature Requests
      QGazQ