Good thing is that I'm in the room now.
I do want to note that I attacked the wall beside the rampart as well with the same effect. Wall stayed there and did not get destroyed.
Good thing is that I'm in the room now.
I do want to note that I attacked the wall beside the rampart as well with the same effect. Wall stayed there and did not get destroyed.
I'm trying to enter an abandoned room. It is completely sealed off by constructed walls and ramparts build on top of constructedWalls. Attacking the constructedWall does not result in breaking it down.
Checks done:
An abandoned room should have wall that can be broken down with 1 attack, right?
When I set a default flag, colors white-white, it is not working.
Flag is only created if color is choosen after defining the name of the flag.
No, it was a completely empty room with only a controller not under my control.
But it miraculously solved itself 1/2 day later. No change in code, no change in circumstances.
Some more details I found out;
The creep does get a _move object with dest, time and room but there is no path provided.
Double check on other paths where there is no enemie room in between (neutral rooms) resulted in succesfull moveTo execution.
When I try to travel past a hostile area by moving to a flag, the creeps start moving in the right direction but will not go further once in the hostile room.
Is this intentionally?
Example: want to move from W19S5 (my room) => W19S4 (hostile room) => W19S3 (neutral). Lets say A => B =>C for clarity.
I place a flag in room C to move to. Creeps move from A to the border with B and stay there. It keeps getting ported between A and B.
When I manually move to the border of B with C (where it get ported to room C), the creep continues to the flag in room C.
Easiest solution imo:
for (creep in Memory.creeps) {
if (Game.creeps[creep]) {
// run creep;
} else {
Game.spawns.Spawn1.createCreep([MOVE, WORK, CARRY], creep);
}
}
This recreates your creeps and leaves the existing memory settings untouched.
I have this issue as well, is there a solution or workaround found for this?
Currently you can only transfer energy from structures to creeps and from creeps to structures.
Can you please add the feature to transfer energy between adjacent structures (like links and storage)?
Confirmed that this code is not working as expected.
The result is random targets for the creep to move to (sometimes the exit, sometimes a random structures in the room like extensions or spawn).
Thus far I have not found a proper solution.