How about we can also convert a pixel back to 2500 bucket? (Probably with a cooldown of 100 ticks?)
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RE: PTR Changelog 2020-06-05: Decorationsposted in News & Announcements
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Changing Regen_mineralposted in General Discussion
It only regenerates little mineral, and does not work when mineral is depleted. Therefore it is almost useless at the moment. If we can make it also decrease
ticksToRegenerateby 5/10/15/20/25 ticks (maybe more?) every 10 ticks when mineral is depleted, this power can actually be a valid choice. -
RE: is dismantle useful ?posted in General Discussion
It does more damage than attack. Dismantle is 50 damage per body part per tick, and attack is 30 damage per body part per tick.
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RE: Discussion: long-range logistics revampposted in News & Announcements
@atanner I love the idea, since it solves a lot of problems we have at the moment. However, I think this "reservation system" can have problems when different players try to issue conflicting commands, and ownership can be simply flipped when a player issue two commands in a row.
I think the reservation system can be the same as controller reservation, and the warp container does not decay when it is reserved, since a claim creep is already necessary to maintain warp containers, and a creep is not necessary to operate the warp container, making warp containers easier to use.
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RE: Discussion: long-range logistics revampposted in News & Announcements
@u-238 said in Discussion: long-range logistics revamp:
@tun9an0 I also thought about creep convoys with energy to help sieged colony. But depedning on the terrain your path will go through attacking squad or not. In first case it is very hard to keep haulers alive, sure there can be healers and attacking creeps or towers can heal them... But what if attacker just have more creeps and will intercept haulers easily
The purpose of blockading a room is to prevent resource from going in. Otherwise while the attacker is spending a lot of resource attacking, the defender can just spam repairers. I think a good way to help the sieged room is to send a relief squad from another room with some energy/battery.
However, currently this way is not quite efficient since creep carry capacity is too low. If we buff carry boosts to the level of harvest boosts, we will have an interesting way to help out a sieged room.
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RE: Discussion: long-range logistics revampposted in News & Announcements
Might be a bit different from what is originally proposed, but I think a warp container can be like this:
- Limited to 1 per room.
- Each provides 500 capacity.
- If two warp containers are in rooms next to each other, they are in the same part of network. Their capacity adds up, and they share content. Total capacity cannot exceed for example 4000. This allows creation of huge network if you can defend. If previously disconnected networks are now connected, the content is added and merged in the new network. If previously connected network is broken up, content is divided evenly into subnetworks.
- Cooldown between withdrawing is fixed to 10 seconds, just like the send cooldown for terminals.
All numbers / functions are suggestions and can be changed.
This container will not replace containers or links at all, and throughput is much lower than terminal because of its limited capacity and cooldown when withdrawing, but helps for remotes and when terminals are blocked.
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RE: Can we send credits directly via terminal?posted in Feature Requests
You can let him setup a buy order of 1 piece of energy for 100k credits.
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RE: Create Invader with API call.posted in Feature Requests
You can already automate this with HTTP requests if you have a script running on your own machine.
The endpoint is: [POST]
https://screeps.com/api/game/create-invader.Parameter is:
{ room: ROOM_NAME, shard: SHARD_NAME, size: "small" | "big", type: "Melee" | "Ranged" | "Healer", boosted?: true } -
RE: Forum allows posts without titlesposted in Technical Issues and Bugs
We write code. It is not hard to read page source to find out the link to the post and open it.

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RE: Newbie Qs. Log console and access over web?posted in Private servers
You can write a script that subscribes to your console websocket stream to log everything.
https://github.com/screepers/python-screeps Here is the link to the python api.
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RE: Suggestion: Use of commoditiesposted in Feature Requests
@deft-code said in Suggestion: Use of commodities:
A compromise that might be cool would be Commodity powered boosts for PowerCreeps that only last until they respawn.
Now the boost "can" be permanent if you're careful, but can still be lost making them more precious to the player.
That is a great idea
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RE: Suggestion: Use of commoditiesposted in Feature Requests
@deft-code said in Suggestion: Use of commodities:
I personally don't like the idea of perma upgrading PowerCreeps. That way gives too much power to older established players. Even an exponential cost only balances so much when players have vastly different timescales to apply the boosts.
I wouldn't be opposed to a temporary upgrade (even it it last for day or more at time to make it worth the high expense).
Right now GPL and GCL are already permanent stats with exponential cost which give advantage to older established players. If the permanent upgrade only applies to a single power creep, it is actually not a big deal. A power creep with 1000 more hp and carry capacity is not more powerful than 1 more power creep with maximum level.
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Suggestion: Use of commoditiesposted in Feature Requests
Right now, commodities act as only a source of credit, and adds a lot of inflation into the game. I suggest that there should be some way to use commodities. For example, permanently upgrading power creeps.
For example,
Machinepermanently increases PC's hit points;Organismpermanently increases PC's maximum ticks to live;Devicepermanently increases PC's carry capacity;Essencepermanently increases PC's maximum level. Cost to upgrade each time increases exponentially for each previous upgrade the power creep has received.In this way, players can use commodities in some way, that reduces the amount of credit added to the game, increases trading between players as they want resources in another sector, and also promotes combat in the center of the world, if players want to produce all the upgrades himself.