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    Devblazer

    @Devblazer

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    Posts made by Devblazer

    • RE: Claiming and source reset mechanics question

      To answer this question myself, after some chatting:

      As long as a room is claimed or reserved at time of reset, it will reset to full 3000. If claim or reserve is lost at any point will be set to Math.min(currentEnergy, 1500).

      I have done extensive math (and some discussions) and the idea of claiming multiple rooms just enough to make gains from this knowledge is not really feasible. Mostly owed to the average distance between rooms of 50, the mining time needed even with big miners and the cumulative reserve need for every additional room you do like this, not to mention the ridiculous uninterruptable timings needed to pull it off and short lifespan on a claim creep.

      Put simply, no configuration like this came out any more profitable than just straight up claiming.

      posted in General Discussion
      Devblazer
    • Claiming and source reset mechanics question

      Question 1:

      The wiki says that an unowned room resets a source for 1500 energy every 300 ticks. However this is doubled to 3000 if the room is claimed.

      I know how to build claim creeps and claim rooms, at least command wise anyway. (a costly endeavour).

      My question is how the precise mechanics of this works. For instance is it possible to make sure the room is claimed at the point that it is about to reset to 3000 energy and not claim it the rest of the time (use one claimer to move around and claim 10 rooms for a short amount of time during upcoming reset, then mine the 3000 rooms out at your leisure until the next reset?)

      Or does the room switching back to unclaimed, do some kind of calculation to kill some of its stored 3000 energy on the fly? What is the precise mechanism used here?

      Question 2:

      Can you claim a room with just one claim part every tick. Or will your 1 tick 'claim' wear off before miners can mine. Do you have to have 2 claim parts to make this work or an initial double claim on the first tick?

      posted in General Discussion
      Devblazer
    • Problems with steam private server performance

      So when running the private server via steam, I seem to have massive performance issues. They start from as little as five minutes in already.

      The first notable effect is that the the private server starts becoming sluggish and kindof 'hangs' for a few seconds from time to time. This only gets worse and worse the longer it runs. At an hour or so it basically becomes unusable.

      I am running the private server via the steam game client.

      I am using windows 7 64bit, with plenty of ssd hard drive space.

      Also my pc has 16gb of ram, so I doubt its a spec issue.

      I have noticed that during the private server issues, my IDE (webstorm) becomes extremely unresponsive (something that never happens on its own for me).

      Also just for being thourough I will mention that the scripts folder my ide has open is not the same one that gets synced to the local server, so there cant be any direct clash there.

      Is this a known issue?

      If not, is there anything I should be checking, any information I should provide here?

      I have not had a chance to test other scenarios yet, like a different PC, running no IDE, running the npm version instead, etc.

      In my GUI console I have also seen this error occurring from time to time:

      Script execution timed out ungracefully, restarting virtual machine
      

      I can confirm with further testing that despite the weird effect the private server seem to have on my IDE, shutting down the IDE does not solve the private servers sluggishness and slow downs, even when run like that from the start.

      posted in General Discussion
      Devblazer
    • RE: Best way to perform simulations

      @artch Thanx. I actually only skimmed that page originally so only now do I realise the commands on there are for mongoDB (face palms) so they should be easy enough to inspect and figure stuff out.

      @postcrafter I have to try that it, sounds like the best thing since undead goth-loli necromancer waifus.

      Jokes aside, it seems like a third party thing? So I may or may not be able to get that working and it may or may not have some much needed a-typical screeps server functionality. Can't tell much from the practically zero documentation it has lol.

      Regardless will definitely give it a go.

      Assuming however that I do not get that working, @PostCrafter @artch , Is there a way to make a traditional private server run one tick at a time? Say from cli for example.

      posted in General Discussion
      Devblazer
    • Best way to perform simulations

      I am currently trying to write some difficult code, or at least code that is dependent on specific scenarios on a number of different fronts.

      e.g:

      Combat code for this combination of creeps and this combination of creeps

      Or evaluating the AI's decision making and execution process in a specific scenario, with so and so rooms, creeps, etc. present.

      Unit tests can only take you so far with a live action environment like screeps.

      What is the best way to develop and more importantly test and debug code like this? I am aware of:

      simulation room: high speed but extremely limited environment

      custom: decently customisable and can simlulate combat with two players, but once more limited to only one room

      private server: my current go to, but takes a long time to build an empire up to the point of having enough resources to put together everything needed for the scenario, not to mention even more code needed to 'prep' the scenario in a live environment.

      The private server is pretty much the only viable option for me so far, since all my code is multi-room code, I am leveraging very little 'room-isolated' code.

      One thought I had was that maybe the private server cli commands could be leveraged, to do things, like:

      modify terrain
      create creeps
      build structures
      set energy levels
      

      Just these four things alone would make a huge difference. But I can't seem to find any documentation on the private server cli, except a literal handful of commands.

      Are there private server commands that can help me achieve my goals?

      Is there another viable alternative that I am missing here?

      posted in General Discussion
      Devblazer
    • RE: Questions about recycling

      Ah, now I understand. Thank you.

      posted in General Discussion
      Devblazer
    • Questions about recycling

      A few questions about recycling of creep mechanics.

      • If I recycle a creep that has more recycle value than what can be held by the spawn, where does the extra energy go? To neighboring structures? Dropped at creeps feet? Lost?

      • Assuming neighboring structures (spawns, extensions, etc.) what happens if they are all full?

      • Can I recycle a creep that is on top of a spawn (can I even move a creep onto a structure like that?)

      • Another general question: If energy is dropped onto a full container of some sort, does it end up as a seperate dropped_energy instance? If so, what happens if the container now has space and the dropped_energy is still there? Does it auto fill, or does it remain as dropped_energy?

      Many thanx in advance.

      posted in General Discussion
      Devblazer