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    Posts made by black0441

    • RE: Draft: Store prototype API

      For the nuker, you could have it charge instead of store-so the ghodium is lost when added to the nuker, instead of when it's used.

      Labs are trickier. Maybe add a .store.maxMineralType/.store.maxMineralAmount that returns the mineral with the highest count (not including energy, power, etc)? That way it would always work like .mineralType/.mineralAmount does now on labs, plus it would be useful for storage, terminals and creeps too.

      posted in News & Announcements
      black0441
    • RE: Remove signs automatically when declared as Newbie/Respawn zone or a someone respawns in a Room

      @mrfaul I kinda like the old signs being there. It gives a respawn the feeling of a new bot rising from the ashes, rather than starting from a blank slate. Also gives you an idea of who might be interested in slaughtering you once the walls come down.

      posted in Feature Requests
      black0441
    • RE: Force a global reset

      Memory is not affected, it's the same thing as a syntax error in a code download.

      posted in Help
      black0441
    • RE: RCL 4 Boosted Invaders

      Sometimes all your creeps get killed, and your room needs to rebuild itself. It seems fine to me that some invaders can poke holes in your walls and kill all your creeps. It should be rare (and it is), and it should be possible to develop out of it at RCL 8, but I think all the way up through development this should be handled by being able to rebuild the room, not kill the invaders.

      posted in General Discussion
      black0441
    • RE: Force a global reset

      So after trying a few ways, I created a module that requires itself. I include that conditionally at the end of the loop, and then I can trigger it by conditionally requiring the module without burning CPU or losing a tick.

      Not exactly elegant, but it works.

      posted in Help
      black0441
    • RE: Force a global reset

      @gankdalf Thanks, I'll try that. I think I have a memory leak in a closure somewhere. But if I make a code change, everything starts working again just find, so reloading the modules should stop the leak from killing me until I can plug it.

      In keeping with the infinite loop idea...I think if you hit the memory cap it resets the global. So maybe if you just wrote 500 MB to memory in one tick it would work.

      posted in Help
      black0441
    • Force a global reset

      Is there a way to force a global reset from within the game loop with the iVM architecture?

      I tried changing the name of module.exports.loop to module.exports.foo, hoping that would force me back into the pre-loop execution-style for a tick, but it didn't work.

      posted in Help
      black0441
    • RE: Only allow 1 order per resource per room on the market

      I would honestly be fine if I could filter on amount in the ui (rather than just sort).

      posted in Feature Requests
      black0441
    • Only allow 1 order per resource per room on the market

      This screen cap (from the Shard2 market ui) shows 9 different orders, but they are all selling the same 675 H. This basically means that if you look at any single-component resource on Shard 2, all you see is this one guy's market order for a small amount of that resource.

      I think the tools to modify market orders are sufficient, and using a small amount of resource to completely dominate the user interface is kind of annoying.

      But I can see the other side of it too: the user gets 50 market orders, and if they want to put the same 675 H up for sale 50 times, and pay the listing fee, maybe it's better to not restrict the players.

      0_1521221314471_4bb4041c-1b63-4607-9f4b-4571ebf8d774-image.png

      posted in Feature Requests
      black0441
    • RE: Discussion: Contract system

      I know this is kind of old, but here's my thoughts on a contract system:

      Rather than contracting for executing commands, the contract needs to be based on fulfilling criteria before a deadline.

      The same code should be run by the client and contractor, so they both pay the same CPU cost. The code should run before your personal loop.

      If the code returns true, then you advance to the next criterion in the contract, or the contract is complete.

      1. Pick up 1000 energy in Shard0 by tick 200.
      2. Deliver 1000 energy in Shard1 by tick 2000.

      Then the code for the contract would be to evaluate whether those conditions are met, not specify how to fulfill them.

      So it would be tough to burn someone with bad code that just ate their CPU (since you are running it also). But writing code that says "Contractor has picked up 1000 energy units" is tricky in and of itself.

      posted in General Discussion
      black0441
    • Fantastic Game

      I just wanted to say that this is maybe the most amazing game I've played.

      I've never understood why it's so hard to automate games: why should I have to log in and execute some rote set of tasks? I'm using a computer to log in! Seriously, it's like most people just think their computer is there to render graphics.

      Anyway, thanks for making a game for those of us who want to play a strategy game where we don't have to click on every single unit.

      And thank you for adding the clear/pause buttons to the console. I very much appreciate that 🙂

      posted in General Discussion
      black0441