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    Kotarou

    @Kotarou

    CoPS

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    Posts made by Kotarou

    • RE: Make Creeps and PowerCreeps inherit from a "Movable" class

      I support a base class as well: the typescript types use AnyCreep as a base to proxy this for e.g. methods like Tower.attack which should be able to attack Creep | Structure | PowerCreep (note: the current documentation does not include PowerCreep as a valid target type)

      posted in Feature Requests
      Kotarou
    • RE: PTR Changelog 2019-06-24: Store and market

      @SystemParadox Among other things, it puts a price on flooding the market with orders, to e.g. artificially depress or inflate resource prices.

      I love the concept of the store change, its going to tidy a huge portion of my code 🙂

      posted in News & Announcements
      Kotarou
    • RE: Bugged creeps: Negative TTL, stay on room edges without switching between rooms, multiple creeps on one position at once.

      Issue seems to have reappeared.

      alt text

      alt text2

      posted in Technical Issues and Bugs
      Kotarou
    • RE: Bugged creeps: Negative TTL, stay on room edges without switching between rooms, multiple creeps on one position at once.

      Spawning and sending more creeps in shows this: The issue appears to be in the room. However, the % on the controller has increased.

      more issues

      However, I still see pathfinding issues where creeps are stuck on the room border.

      [13:28:17][shard2] Heavy cpu use: start-bootstrap-fe9600-535, origin: [room W7N43 pos 49,33], dest: [room E3N35 pos 27,29]
      [13:28:17][shard2] Heavy cpu use: start-bootstrap-fe95ff-534, origin: [room W7N43 pos 0,15], dest: [room W7N43 pos 36,36]
      [13:28:24][shard2] Heavy cpu use: start-bootstrap-fe961f-545, origin: [room W7N43 pos 49,33], dest: [room E3N35 pos 16,22]
      [13:28:24][shard2] Hheavy cpu use: start-bootstrap-fe95ff-534, origin: [room W7N43 pos 0,15], dest: [room W7N43 pos 36,36]
      
      posted in Technical Issues and Bugs
      Kotarou
    • Bugged creeps: Negative TTL, stay on room edges without switching between rooms, multiple creeps on one position at once.

      I have three creeps in Shard 2 W7N43 that are bugged. I cannot find a replay link that has saved with them, but the bug is present as of tick 16691450.

      The three creeps (IDs: 5d07b99413a949352f91c0da,5d07ba025f80fa3529754731, 5d07b9905857c4143c9f6797 ) show the following issues:

      • Negative TTL
      • Cannot move, but can still execute commands - e.g. they get "stuck" (i.e. remaining on the same space for three ticks), compute a new path, highlight it using room visual, and save it to memory.
      • Remain on the room edge (x = 0 or 49) without changing rooms
      • Can have multiple creeps on the same roomPosition at the same time.
      Game.creeps["start-bootstrap-fe95ff-534"].ticksToLive
       -5165
      Game.creeps["start-bootstrap-fe95ff-534"].pos
      [room W7N43 pos 0,15]
      [Game.creeps["start-bootstrap-fe9600-535"].pos, Game.creeps["start-bootstrap-fe961f-545"].pos]
       [room W7N43 pos 49,33],[room W7N43 pos 49,33]
      

      This gif shows two creeps on one position, neither with valid TTL. 0_1560812298041_Peek 2019-06-18 10-57.gif

      Update: Attempting to suicide the creeps does not kill them

      Update2: Another player has a creeps stuck in the same rooms (player: Falineth, creep Name: 8ccf0493ba0b008c71f79cba, creep ID: 5d07b927ec0d345245a4ee87)

      Update3: If its relevant, I have previously had issues with this room, where my script somehow saved invalid source IDs to memory when scanning the room.

      posted in Technical Issues and Bugs
      Kotarou
    • RE: empty code and memory but still getting errors

      You might still have some code / memory on shard0, when you only cleared / checked another shard?

      posted in Technical Issues and Bugs
      Kotarou
    • RE: Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.

      Issue was fixed by suicideing all creeps that had impossible locations. I suspect a bug in my spawner's valid spawn directions code resulted in creeps that had no valid spawn directions, and this somehow resulted in their invalid locations.

      posted in Technical Issues and Bugs
      Kotarou
    • RE: Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.

      And just to add to the oddness:

      _.forEach(Game.creeps, c=> {if (c.pos.x == 0 && c.pos.y == 0) { console.log(c.name)}})
      [22:31:44] [shard2] start-distribute-efc682-0
      [22:31:44] [shard2] start-distribute-efc6ac-0
      
      posted in Technical Issues and Bugs
      Kotarou
    • Series of massive bugs: Many buildings are invisible, creeps are invisible, creeps are in invalid locations.

      This is an interesting one...

      Rooms including W1N31 on shard 2 show none of my buildings, and none of my creeps, and yet they can be clicked on. (see screenshot ). However, some of my creeps are in clearly invalid locations, for example:

      Game.creeps["start-distribute-efc311-47"].pos
       [room W1N31 pos 0,0]
      
      

      More creeps: here - not how multiple creeps have ended in impossible locations.

      Multiple players have confirmed in the slack that they cannot see my units in these rooms - but can in e.g.E1N43. In addition, some, but not all of my roomvis calls are being rendered.

      This issue is replicated:

      • In the steam client
      • In firefox
      • In chrome
      • In firefox on a different computer using my flatmates's screeps account.
      • Across multiple people in the slacks views.
      • in replay: screeps.com/s/litl8V
      posted in Technical Issues and Bugs
      Kotarou
    • RE: Free sbscription tokens

      Can confirm - deals work to this order ID, the number of available orders decrements.

      Purchases show up in history view, and the tokens appear in accounts.

      posted in Technical Issues and Bugs
      Kotarou