Had my memory corrupt again this morning. This time a ',' turned into a 'l'.
3x the charm?
Had my memory corrupt again this morning. This time a ',' turned into a 'l'.
3x the charm?
This has now happened twice, both times were random corruptions in the Memory. I do not create the JSON manually, so i do not believe my code could be responsible for these issues structural issues in the JSON. 8 years no issues, two corruptions over a few days. Noone else is seeing this?
Hello.
Trying again with a Title, as i didn't realize i left it blank. Maybe this will give it more visibility. Any suggestions as how to get out of this state would be appreciated, as i can not currently access the Memory - which is a core part of the game and a cornerstone of my scripts. My logic will rebuild the Memory once i can access it - but until i can access it, i'm dead in the water.
Am i really the only one seeing this? that is discouraging..
So, my Memory in Shard 0 appears to be corrupted.
When i try to create a simple object in Memory, i get the following error:
[8:11:02 AM][shard0]TypeError: Cannot set property 'CPU' of null at Object.module.exports.loop (main:251:19) at __mainLoop:1:52 at __mainLoop:2:3 at Object.exports.evalCode (:15382:76) at Object.exports.run (:20982:24)
This is from a simple operation: Memory['CPU'] = {};
No calls to Memory are working. Furthermore, when i navigate to the Memory tab, and try to expand the root memory, all it says is "Incorrect memory path".
Trying to delete, refresh, or manually update the memory manually does not work.
Any suggestions on how to get around this? I've been playing for 8 years and this is completely new to me.
Thanks! Revrick
Can multiple harvesters hit the extractor when its cooldown is at 0?
Can you share your vision with the cooldown? Is the expectation that every room has a dedicated harvester next to an extractor that sits on it's laurels for 85% of its life?
I have updated my solver for optimizing a single unboosted mineral harvesting creep using the proposed cooldown changes.
So for inside a base, it'll cost about 4x as much in energy to harvest and maybe half a day longer. not bad!
And when you look at it for extractors in a center room:
So going for a center room is still viable, but costs over twice as much and will take over a day longer
Where the cooldown will effect me the most is SK rooms. I currently get about 300 ticks of harvesting per creep between fights, but that'll turn to 50. I don't have equations for this yet, but i doubt my current 'single creep kills Keeper and harvests' will continue to be viable.
On another note, the ERR_TIRED verbage is an odd description for a structure.
I'm not a fan of most of these changes. Harvesters mining minerals every 6th tick? What will all these harvesters be doing for their 1000+ downtime ticks? It's not enough time to get anywhere else to do something productive. Why not just raise the cooldown and lower the amounts some more? Seems like an unnecessary energy/cpu sink. Even T3 boosted harvesters will be much slower than before the changes.
1 source reserved rooms will be much harder to get energy-positive. Why take away the option to control the nearby 1 source rooms? Is it to impose another cost on players looking to reserve nearby rooms to stop NPC attacks in their main room?
I've been energy starved.. Maybe it's expected to be a requirement to have SK harvesters at mid-level GCLs?