I have the same problem, can't get my private development sever working.
Posts made by ayrtep
RE: Is moveTo the enemy of cpu ?
ATM I am using moveTo for in-room movement. For inter room movement, I am storing paths created by PathFinder in memory (as a one move per character string). Store paths between relevant spawns, controllers, sources and minerals in memory, then use moveTo to move onto the path and the path after that. If the path gets blocked by a newly built structure, I can use PathFinder to regenerate the path.
After I did this CPU went from around 2*creep numbers to 0.4 creep numbers.
RE: Trading help
So I have another question, are boosts worth it, and if so which ones? They seem quite expensive and they still cost energy and they only affect creeps for a short duration of time.
As before the answer is "do the maths".
In general, I think they are all good if you can use them, assuming your code's OK of course.
Consider a harvester WWWWWMMMMMC So 800 energy and 33 ticks to spawn.
Now consider W* boosting work with utrium alkalide +400% harvest.
So W*CM does exactly the same thing as WWWWWMMMMMC, but it costs 200energy and 9 spawn ticks.
So how much does the bost cost you, that allows you to push out harvesters at four times the rate and a quarter the cost?
Well 20 energy for the boost and 30xU, 30xH and 60xO plus lab and reaction time. You can probably buy UH and O for around the energy value or mine yourself; Either way, it is a gain if you can do the code.
Can do a similar analysis for each boost type.
RE: Trading help
It depends on whether you want to code for boosting creeps or not.
If not, then yes mine oxygen to sell for energy, but first, do the calculation to see if it's showing a profit. So the cost of oxygen mining creeps, harvesting and transporting, plus the cost of trade against the energy you get back. Also, consider cpu time and spawn ticks.
Alternately sell half your oxygen for another resource and make boosts for one of your creep types.
Best maybe to start mining neutral rooms for energy and minerals which give you more options for boosting and trading.
Where is the currently supported ECMAScript made known?
I found this https://support.screeps.com/hc/en-us/articles/203731552-Changelog-2015-07-22 from 2015. Has it changed?
I was trying to do stuff with class variables and getting problems so I don't think its the latest ECMAScript.
RE: Option to start game by claiming controller
Do you have a link? I am probably staring at it https://steamcommunity.com/workshop/browse/?appid=464350&browsesort=trend§ion=readytouseitems&days=90
Option to start game by claiming controller
At the moment we start a game by building a spawn. This works well for new players, who want to start doing stuff quickly before they lose interest.
However, for someone with an existing code base, it makes sense for the code to place the first spawn. Just leaving the choice of choosing the first room to the player.
So when starting you can either place a spawn as now or select the controller. There will then be a 'claim controller' option in the sidebar.
RE: Newbie Shard instead of Newbie Zones
The problem is that you can't simply keep adding shards. There needs to be a mechanism to end/clean up existing shards as well.
Do you really need to clean up existing shards? The payment methods should have been set up so that they pay for themselves as long as people are using it. Plus if new people stop joining the old shard will likely get boring and many will leave.