Pleas read this:
It was all kinda broken
The 100% return allowed to abuse this mechanic to transport energy via HEAL creeps, recycling them at the destination. And it seemed too much in general since they are "used" after all.
Dammit, you finally caught me
It's definitely expensive to do, but it's great for boosting up rooms that don't have terminals yet.
I don't really consider this "abuse", but I also have no problem with it being less efficient- this change makes sense to me, even if I am going to lose some of the benefits.
I loved working for your guys! I will still be around to help out wherever I can.
I'm very happy that the CM role is filled in by someone as capable as @o4kapuk. He's the perfect candidate.
Thanks for the last 2 years! It's been amazing.
There actually is a filter option for that, while it does mention the lodash.filter method, IIRC, its cached and faster. https://docs.screeps.com/api/#Game.market.getAllOrders
Rerun the command to reset all data.
for most usecases its only slightly better than using recycle.
That in lies the problem I suppose. A lot of the functionality here overlaps with recycling.
Honestly it feels like increasing the game complexity for edge cases.
I'd argue it's not really adding complication to the end user's code. The (undefined) default would still boost the creep's parts for its entire lifespan. The new variable on boosted parts likely wouldn't affect anyone adversely, and I think it unlikely many even use the existing boost variables on the individual creep parts. This is just an idea to give us more flexibility for creativity, especially since the devs are actively trying to increase the costs of boosts. Perhaps when power creeps come out (hahahahahahha) then this idea will offer greater usability since they have the potential to legitimize many more niches for creeps.