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    Topics created by Amadox

    • Unsolved Tip of the day: Use loop architecture to save CPU on the logic you do not have to run each tick.
      Help • • Amadox

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      Ohhhh that was something that was implemented lol... It struck me a bit odd the first time I saw that but I never actually researched it xD. Basically went with "it works so whatever" xD
    • moveTo costCallback error handling
      Technical Issues and Bugs • • Amadox

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    • Public Ramparts and Storages
      Feature Requests • • Amadox

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      No one has replied

    • Simultanous Links
      Technical Issues and Bugs • • Amadox

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    • Weird Reservation Timer Drops
      Technical Issues and Bugs • • Amadox

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      na, seems to be my mistake with my graphing, because in the time before the drop, the reservation time is a straight line, not going down.   Edit: yup, my mistake, misshandling of stats tracking while missing visibility; everything is fine : )
    • GUI vs API: Placing Flags
      Feature Requests • • Amadox

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      As a workaround, it is possible to create a flag in a room you can see, and then (on the next tick) use setPosition to place it into any room.
    • Tower Damage
      Help • • Amadox

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      The correct range is 20, it was a mistake in the docs. Sorry for that.
    • updateController on invalid Target: weird response
      Technical Issues and Bugs • • Amadox

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      Can't reproduce right now either, doesn't seem to be a general issue with that function; but I've run into that issue a couple of times, I'll try to narrow the problem down and update this when it happens again.
    • Memory not stored
      Technical Issues and Bugs • • Amadox

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      I did found a previous delete hidden, it's working properly. --------------------------------------------------------------- Hi, Did you found a solution ? I have a similar issue, the following code work properly. The test array is visible in the memory view if(!Memory.test)Memory.test = {o:'one', t:'two'};console.log(Memory.test.o);\s But after several execution, if I remove the first two lines it will not work anymore, because for some reason, the test array isn't stored in memory anymore, and didn't make any delete call. And so there is a undefined error 'Memory.test.o'
    • renewCreep cost/effectiveness clarification
      Help • • Amadox

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      Just in case someone stumbles across this article: The formulas have changed, so that it is now 20% faster to renew a creep than to spawn a new one. The costs are the same. See http://support.screeps.com/hc/en-us/articles/205990342-StructureSpawn#renewCreep  I still think it is not worth it (except for special cases as discussed in the thread of neomatrix's link): 20% faster may just compensate for the lost time of traveling back to the spawn point. Another thing to take into account: Requirements for the best configuration of creeps change over time (tend to get bigger of course). So, it is maybe better to just let them die and build new ones with the currently best configuration.