PTR Changelog 2016-03-07


  • Dev Team

    This article describes the changes on the Public Test Realm.

    • Added minerals to the game. Learn more from this article.
    • Introduced new structure: Extractor.
    • Introduced new structure: Lab.
    • Added new Mineral prototype object.
    • Added new constant `FIND_MINERALS`.
    • Added new resource types constants.
    • Added property `Creep.body[].boost`.

  • Culture

    Cool! Can't wait to test this out.

    How many labs can you have per level? I can't seem to find this currently

     <SNIPPED errors as it cluttered the conversation, and it's fixed now>

     


  • Dev Team

    Fixed, now new API must be available.

    > How many labs can you have per level? I can't seem to find this currently

    RCL6 -> 3
    RCL7 -> 6
    RCL8 -> 10


  • SUN

    What I like most of all is this:  Boost effectiveness of upgradeController...without increasing energy cost.

    So, I would also love to have: Boosts effectiveness of repair without increasing energy cost. Can it be done?


  • Dev Team

    > So, I would also love to have: Boosts effectiveness of repair without increasing energy cost. Can it be done?

    No, since it will be abused through dismantle then.


  • Culture

    Will there be plans for boosting the CLAIM part? Maybe a lifetime increase?



  • Is the mineral map on PTR also the one on live? (Ie will rooms have the same mineral on live as PTR?)


  • Culture

    There doesn't seem to be any support for minerals using the

    Room.lookForAt

    What variable should I use to search for finding these minerals?

    It also seems that Room.lookAt(pos of mineral) doesn't return any minerals


  • SUN

    One bodypart can be boosted with many different compounds simultaneously, right?


  • Culture

    Can we get indicators on the world map of what type of mineral is in which room? Could just be like how sources are right now but different colors


  • Dev Team

    > Will there be plans for boosting the CLAIM part? Maybe a lifetime increase?

    CLAIM body parts cannot be boosted yet.

    > Is the mineral map on PTR also the one on live? (Ie will rooms have the same mineral on live as PTR?)

    No, most likely it will be regenerated.

    > There doesn't seem to be any support for minerals using the Room.lookForAt

    This will be added later.

    > One bodypart can be boosted with many different compounds simultaneously, right?

    No, only one boost type can be placed at the same time.

    > Can we get indicators on the world map of what type of mineral is in which room? Could just be like how sources are right now but different colors

    Sure, already done.


  • Culture

    Will it be possible to transfer minerals using links?


  • Dev Team

    No, links intended usage is only for energy transfer.


  • SUN

    It would be great to have 11 labs at RCL8:

    0 0 0 0
    \ / \ /
    0 0 0 0
    \ / \ /
    0 0
    \ /
    \ /
    0

  • Dev Team

    The same input labs can be used by many output labs at the same time, so there are much more options than such a simple tree. Full tier 3 reaction is possible with 10 labs as well.


  • SUN

    That's ok, thanks for the answer.

    There are few more questions about a Mineral deposit:

    1. Does it have a percictent location in a room, or it 'respawns' in another location when empty, like powerBanks do?
    2. What is the value of it's ticksToRegeneration? (I cannot test it at ptr right now)
    3. Does it have a percictent mineralAmount after regeneration, or it is different every next cycle?

  • Dev Team

    > Does it have a percictent location in a room, or it 'respawns' in another location when empty, like powerBanks do?

    Its location is permanent since it requires building an extractor.

    > What is the value of it's ticksToRegeneration? (I cannot test it at ptr right now)

    20,000 ticks.

    > Does it have a percictent mineralAmount after regeneration, or it is different every next cycle?

    Its amount is generated randomly every time within these ranges: 140-280K for H/O, and 70-140K for Z/K/L/U/X.


  • Culture

    Does the boost to upgrade controller mean a 15work creep can put 30 in an rcl8 or that an 8 work creep is able to supply the full 15 for rcl8.


  • Dev Team

    15-WORK creep boosted with catalyzed ghodium acid will upgrade a RCL8 controller for 30 control points spending 15 energy units.