Not sure if this is intended, but dismantle works on hostile structures on top of hostile ramparts.
https://screeps.com/a/#!/history/E12S11?t=6882272
Tower is dismantled in 2 turns with rampart left in tact
Not sure if this is intended, but dismantle works on hostile structures on top of hostile ramparts.
https://screeps.com/a/#!/history/E12S11?t=6882272
Tower is dismantled in 2 turns with rampart left in tact
Here's the (currently broken) history link: https://screeps.com/a/#!/history/E15S15?t=6841540
My harvester creeps in this room are returning 0 from the harvest call but doing nothing. The resources on the ground are not increasing (nor decreasing) in value. Also the harvesters don't appear to have a TTL:
I think you've misread the problem. The effect of my code was to stay on the exit (because it was bugged), but the creep is displayed as moving off of it, then swapping to the other room while not on the exit. This is plainly seen from the history link I posted. The bug isn't in the room-swap behavior, it's in the display behavior.
Look at this link: no creep on the right edge of the map: https://screeps.com/a/#!/history/E15S13?t=6788694
Move forward one tick to https://screeps.com/a/#!/history/E15S13?t=6788695
And there's a creep at 48, 12, which is impossible in my understanding of creep move mechanics (absolute maximum move speed of 1 tile per tick)
Update: I was missing a return statement which caused my creeps to oscillate between rooms. This still seems like a display bug, since my creeps definitely shouldn't have been displayed as moving off of the exit (the real effect of the code was to sit on the exit oscillating between rooms).
The deliverer on the east edge of my room is being room swapped even after moving off of the exit tile :<
https://screeps.com/a/#!/history/E15S13?t=6788693
Not sure if I'm misunderstanding the exit mechanics, but I'm not sure what I'm doing wrong. This is using the same code as my other inter-room creeps, which don't seem to have this problem.
dismantle is a kick-ass add to combat mechanics imo. Anything that requires more interesting creep composition is a plus, and it's nice to have a non-lethal answer to super walls, adds a really interesting dynamic.
I made an Ansible role to set up a Grafana server with a dead simple Node.js forwarder that will visualize arbitrary stats from your Screeps memory. You can run it locally or from a real server on the internets with "just one command".
Details in the README: https://github.com/bkconrad/screeps-grafana
If you have any problems, please open an issue on github rather than posting in the thread.
I (and at least one other player) both have attributes from (the same) third player's memory. Here's a screenshot of the memory (none of this comes from any code I've ever used. I don't use any libraries at all)
This has been reported at least three times before: http://screeps.com/forum/topic/1226/Account-Breached
Adding even a dead simple means of sharing information between players would go a long way I think. The exponential difference between established and new players makes it cheap for pros to helps noobs. It's also probably a better ROI to boost a low-level clan mate's GCL (so he can take another room), so finding and helping new allies has a lot of incentives.
Having cohesive groups opens up potential for more awesome battles, treachery, and all the other political stuff (which feels very lacking to me, coming from a traditional persistent survival game). It also helps noobs come up to speed faster, meaning competition increases in both quantity and quality.
I think this is probably the easiest win in terms of engagement improvement vs cost to implement.
Just stumbled upon Spawn.renewCreep() today, I don't immediately understand the tradeoffs or the intended use. If I'm reading it right, seems like it becomes less effective for larger creeps, but has the benefit of allowing multiple renewals at once (vs spawning which locks the spawn).
Do any pros use this? Can anyone tell me what situations it should be used for?
Thanks.