I've also seen people build a wall in all cells adjacent to the spawn point. Does this prevent the creeps from spawning entirely?
DXsmiley
@DXsmiley
Posts made by DXsmiley
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RE: Walling In Source Keeper Spawns
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Walling In Source Keeper Spawns
I've noticed that some players have walled in the source keeper spawns. Does this actually work? How long do the walls last?
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RE: Constructed walls decay time after respawn.
I'm pretty sure that the first time your spawn, you get 3 days protection. After that, you'll only get 3 hours each time you spawn.
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Can't see into room E2N5
I can see room E2N5 on the map, but when I click on it, it's not displayed.
I tried clearing my browser cache and it didn't help.
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RE: Please implement "send message"!
There is a Game.notify function, which sends a message to your email.
http://support.screeps.com/hc/en-us/articles/203016382-Game#notify -
Who attacked me?
I just got a (very large) number of emails about my colony being attacked, but they don't specify who it was. Is there any way to find this out?
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RE: Transfering energy to controller
You should be using
creep.claimController(creep.room.controller)
to claim it, and thencreep.upgradeController(creep.room.controller)
to pump energy into it. -
RE: CPU Optimization
While I haven't tried it myself, I think that using a flowfield would be beneficial.
The principal is as follows: You have many units wishing to find the shortest path to a particular point (or area), for example, your spawn. For every cell in the grid (a room, in this case), you calculate the direction in which a creep should move to get the the goal. After creating the flowfield, each creep can simply look at the flowfield and follow the direction. If there's something in the way, you could take the second-best direction, and so on.
While the initial setup of the flowfield could be slow, using it is very fast. However, it does have the drawback that it doesn't consider other units, so I'd avoid using it in situations where there are many creeps in a small space, or where the environment could potentially change.
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Comment on last line of code causes errors
Having a comment as the last line of code in a module (including 'main') causes an error. A similar thing occurs when there is a non-terminating multi-line comment (a
/*
without a closing*/
) anywhere in the code.main:42
// } })()
SyntaxError: Unexpected end of input
at flush (/opt/engine/dist/core/node_modules/q/q.js:110:17)