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.
I wanted to swap between 2 branches of code (Default and a saved one) and it removed ALL my code.
Process that resulted in this problem:
- Saved a branch 5 days ago
- Coded newly from scratch in the default branch up till today
- Choose the saved branch as active branch: The branch was completely empty
- swapped back to the default branch: This one is now also completely empty.
Screeps are no longer doing their things. Can you please restore my code (preferrably up to 19-8-2015 UTC 5:00 ).
Regards,
Hi,
Previously it was fixed that the ramparts that were not decaying. Now, however, they decay far more faster than stated in the Structure man page.
According the page: 1 decay every 30 ticks
Currently: 300 decay every 100 ticks
Ok, I do understand that you eventually would have the keepers to break free from the walls, I was just kind of waiting for it to happen, but it would have been nice if you had warned us beforehand.
Dark, your idea got me thinking. Been fiddling around with the options on findClosest and putting the algorithm: 'astar' in it solved the issue.
Thanks again.
There are 2 creeps in that room walking around and it happens even if they are opposite of the location where the extensions are.
However, thanks for thinking with me Dark.
And I do need to work on my 'Markdown' skills
I have a list of extensions and try to get the closest extension. For that I use the following code:
'''
if (extensions.length) {
console.log(creep.name + ' found '+ extensions + ' extensions.')
energyDropOff = creep.pos.findClosest(extensions);
console.log(creep.name + ' goes to ' + energyDropOff);
}
'''
Sometimes I get the following log:
[11:04:08PM]Victoria found [spawn Spawn4],[structure (extension) #55a3e402368e5ead526b74f0],[structure (extension) #55a3e7c3d7b98859762c0f50],[structure (extension) #55a3eb86358f887c0c8a579a],[structure (extension) #55a4003c358f887c0c8a62d9],[structure (extension) #55a3f567e45ec680778026d4],[structure (extension) #55a3fa8b5f6db8b052603ca7] extensions.
[11:04:08 PM]Victoria goes to [structure (extension) #55a4003c358f887c0c8a62d9]
Sometimes I get this:
[11:05:43 PM]Victoria found [spawn Spawn4],[structure (extension) #55a3e402368e5ead526b74f0],[structure (extension) #55a3e7c3d7b98859762c0f50],[structure (extension) #55a3eb86358f887c0c8a579a],[structure (extension) #55a4003c358f887c0c8a62d9],[structure (extension) #55a3f567e45ec680778026d4],[structure (extension) #55a3fa8b5f6db8b052603ca7] extensions.
[11:05:43 PM]Victoria goes to null
Annoying thing is that most of the time it is the last result so my creeps are moving very slowly.
Ramparts are no longer decaying. 'Decay in:' stays at 30 ticks and a newly build rampart remains at 1000 health (as long as it isn't attacked).
As far as I understand it, this has to do with the:
Script execution has been terminated: CPU limit reached
Dear Reyss,
I hope both the youngsters and elder have prayed faithfully so their souls can rest peacefully.
Will you reconsider my offer?
Regards,
Avicenna