<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Negative costmatrix values, allowing tiles to make the path less expensive.]]></title><description><![CDATA[<p>This would give more control/flexibility to force a path to &quot;take the scenic route&quot; even though it runs adjacent to the shortest way to its destination.</p>
<p>The current range (0 to 255) would have to be converted to a signed one (-128 to 127). Maybe an optional flag or a new API call entirely so it doesn't disrupt existing players.</p>
]]></description><link>http://screeps.com/forum/topic/3635/negative-costmatrix-values-allowing-tiles-to-make-the-path-less-expensive</link><generator>RSS for Node</generator><lastBuildDate>Thu, 10 Sep 2026 23:05:21 GMT</lastBuildDate><atom:link href="http://screeps.com/forum/topic/3635.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 29 Oct 2025 07:29:19 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Negative costmatrix values, allowing tiles to make the path less expensive. on Wed, 29 Oct 2025 07:29:40 GMT]]></title><description><![CDATA[<p>This would give more control/flexibility to force a path to &quot;take the scenic route&quot; even though it runs adjacent to the shortest way to its destination.</p>
<p>The current range (0 to 255) would have to be converted to a signed one (-128 to 127). Maybe an optional flag or a new API call entirely so it doesn't disrupt existing players.</p>
]]></description><link>http://screeps.com/forum/post/17165</link><guid isPermaLink="true">http://screeps.com/forum/post/17165</guid><dc:creator><![CDATA[Amaroq64]]></dc:creator><pubDate>Wed, 29 Oct 2025 07:29:40 GMT</pubDate></item></channel></rss>