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    Admiral

    @Admiral

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    Posts made by Admiral

    • RE: PTR Changelog 2016-10-02

      So, here's something to consider.

      I use flags to configure things in my code so I don't have to hard code it or manually write stuff in memory. Examples:

      1. Flags to say "don't move into this room"

      2. Flags to say "build N creeps of type M instead of the calculated default"

      3. Flags to say "remote harvest/reserve/repair/build in this room"

      4. Flags to say "improve my walls/harvesters to N in this room"

      And a large variety of other configuration things.

      I don't think I've had more than five flags in a room, but I can see that 100 flags will not be sufficient. We'll need a good UI mechanism to configure the code systems without having to have a huge amount of non-GUI configuration.

      posted in News & Announcements
      Admiral
    • RE: Incorrect energyAvailable and energyCapacityAvailable

      One additional piece of information:

      You are prevented from building your initial five extensions until such a time as you have destroyed/removed all the "hostile" extensions as well.

      posted in Technical Issues and Bugs
      Admiral
    • RE: Incorrect energyAvailable and energyCapacityAvailable

      PS: I worked around this by destroying all the extensions. Which was sub-optimal as I was leaving the energy in them for later use, but oh well.

      posted in Technical Issues and Bugs
      Admiral
    • Incorrect energyAvailable and energyCapacityAvailable

      Hi devs,

      Around tick 15082660, in room W59S31, I was getting incorrect Game.rooms['W59S31'].energyAvailable and .energyCapacityAvailable numbers.

      Presumably this is because I had a single spawn in the room, and there were quite a few non-owned extensions in the room from when my friend Calame un-claimed the room and let me claim it.

      Of course, with incorrect results for these two fields, none of my spawning logic was working.

      I would expect that if an extension or whatever is not .isActive() then it shouldn't be calculated into the Room's energy*Available numbers.

      Cheers!

      posted in Technical Issues and Bugs
      Admiral
    • RE: Introducing The War Path (#thewarpath)

      Well done, Tedivm!

      posted in General Discussion
      Admiral
    • RE: Publish map expansion order

      I am completely boxed in by people in my current location. Despite being almost GCL4, I may have to respawn. It would be nice to have a heads up as to the time and location of new spawns. 🙂

      posted in Feature Requests
      Admiral
    • RE: Is there any way to remove other player construction sites from reserved room?

      I re-discovered the "enemy walking over a construction site destroys it" mechanism mentioned here by Heilos.

      Do you think the Devs could document this somewhere such as on the Construction Site API document page, or something? Opine on as to whether it is intended behavior?

      Thanks!

      posted in Help
      Admiral
    • RE: API Request - Battle and Nuke endpoints

      Impressive, most impressive. Thank you Tedivm and ScreepsGameMasters. 🙂

      posted in Feature Requests
      Admiral
    • RE: Disable timestamp in console

      What is the "console" object anyway? console.log('I have %d cats', 23) logs "I have %d cats 23". So, it's clearly not Node's standard console.log().

      Thanks!

      posted in Feature Requests
      Admiral
    • RE: Creep.moveTo returns -9 which is not documented

      Thanks Artem. You're right. I was logging the wrong value to the console (what a moron I am).

      It's actually returning -2:

      ERR_NO_PATH

      My question is then, can you have it move toward it if it gets no path? What can I do to get the creep moving closer?

      const r2 = creep.moveTo(sources[which_source], {maxRooms: 1, range: 1});
      if (r2 != OK) {
      console.log(creep.name, creep.room.name, 'harvest moving result:', r2);
      }
      posted in Technical Issues and Bugs
      Admiral