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Posts made by Estecka
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RE: Help me!
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RE: My tower just keeps repairing a single piece of wall.
Something big hits me now that I see the code clearly.
var closestDamagedWall = findClosestByRange(STRUCTURE_WALL); var closestDamagedRampart = findClosestByRange(STRUCTURE_RAMPART);
Those are not valid uses of the method: You must use a
FIND_*
constant as first argument. Here your two variables are always going to be null, so your code always falls back to theclosestDamagedStructure
bit.What you'd want to do instead is something more like this:
var closestDamagedWall = tower.pos.findClosestByRange(FIND_STRUCTURES, { filter: (s) => s.hits < 30000 && (s.structureType==STRUCTURE_WALL || s.structureType==STRUCTURE_RAMPART) });
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RE: My tower just keeps repairing a single piece of wall.
Please make your code a minimum readable.
Place the code between triple quotes ``` and don't write everything on a single line. -
RE: Special caracters aren't properly pulled from github.
Didn't know about that notation. Thank for the tip.
I know I can find some of these codes in the Caracter Table, but otherwise how would I find the code associated with any arbitrary caracter ?
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RE: Special caracters aren't properly pulled from github.
You can have a samples in the files here : Test, _Archive.Emoji
The emojis were copy-pasted from Emojipedia. Accentuated caracters are native to my french Azerty keyboard. The other fancier caracters were originally copied from Window's Caracter Table, but then implemented into a custom keyboard language so I could type them directly.
The caracters I'd use the most are
é
,è
,∞
,¡
,¿
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RE: Special caracters aren't properly pulled from github.
I tried creating a new file in the repository directly from Github's website, and as expected, I'm getting the same result a before: github gets the caracters, right but Screeps doesn't.
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Pulling multiple branches from github
I always actively use multiple branches when working with get; since Screeps do propose a crude branching system, I was actually expcting it would be able to pull multiple branches from github.
To recap, if I understood the way it currently works: 'master' is pulled from the remote into 'default', other branches from both local and remote are ignored.
The way I naturally expected it to work, every branch from the remote would be pulled into a branch with the same name; however I see that it clashes with he current system, and this could be a breaking change.
The way I'd see implementing such a feature without enforcing anyhing new on anyone, is actually just the way Tracking Branches work in git :
By default, everyone has their local (Screeps) 'default' branch tracking their remote's 'master', but anyone would be able to define which additional remote branches they wish to pull, and wich locale branches they should be pulled into : -
RE: Syncing ingame script with github
I'll take it as a "this is how it works" and make a feature request of it instead.
I'll mark the issue as solved since I got something working.
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RE: Special caracters aren't properly pulled from github.
I'm using sourcetree, I'm not familiar with the command line tool. I've had a dive through the settings and didn't find anything on that matter. (Though I should be able to run some commands if you want me to.)
Anyways, I'd bee really surprised if it was sourcetree re-encoding the files before pushing : Everything looks fine on github, and if I re-download and open the files form there, everything is in order and I find them encoded the way I uploaded them.
Do you (or anyone) not have this issue ?
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Special caracters aren't properly pulled from github.
Screeps usually handles special caracters and emoji well when using the ingame editor and console; but when I tried pulling scripts from githubs, they all got messed up. The result looks pretty much like what you'd get when changing the encoding of a text.
On local, I've tried saving the files in a variety of format (UTF-8, ISO-8859, windows-1252); the caracters always looked good when looking at the files on github, but never made it through to screeps. (UTF-16 was the worse: it added a few caracters at the begining of the file, making it unable to run at all.)
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RE: Syncing ingame script with github
I think might it actually work, but hen it doesn't work as I expected at all.
The 'master' branch on githubgot mapped to the 'default' branch on Screeps (and not to 'master' as I expected), and... that's it, other branches aren't synced at all.
I guess it's fair that Screeps doesn't prune branches that are not present on github, but is there really no way to pull more than one branch branch from github? I actively use an 'unstable' as main branch for developpement, and 'stable' branch as a backup. At the very least is it possible to pull both a 'default' and a 'sim' from github ?
(By the way is there any documentation on how Screeps interact with github ? I didn't find any, and things don't seem to match on a 1:1 ratio.)
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Syncing ingame script with github
I created a github repository here here : https://github.com/Estecka/Screeps
I have initialized the repository with a slightly different script from my current ingame script; then set my settings as such :
I've clicked
sync
several times with no error, tried unlinking and re-linking my github account. I'd believe I did everything I needed to do, and yet my ingame script remain unchanged, it also still has my old branches despite the repo not having any branch other than master. -
RE: Changelog 2018-12-14
@o4kapuk You're right, thanks.
UseCtrl+Shift+R
to refresh without the cache. -
RE: Changelog 2018-12-14
Seems like the documentation isn't up to date; no trace of
Creep.pull
there. -
RE: Hostile 'tunnel' construction-sites can't be removed
Checking this real quick in the simulation, it seems to work just fine.
Roads might not be owned structures, but their construction sites are still owned nonetheless. Having roads construction sites be unowned would bring in a lot of troubles.
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RE: Hostile 'tunnel' construction-sites can't be removed
If you don't want to build their sites at all, you should be able to filter them out by using
FIND_MY_CONSTRUTION_SITES
instead ofFIND_CONSTRUCTION_SITES
.If you want to build some, then you'll need some sort of whitelist/blacklist system. I have a system where my builder would first look up a given list of construction sites, and only once they all are done they keep up with the rest.
I also tried marking certain structures as "disused" to cut the repairs competely, but haven't made it through yet.When you have a room to spare, I think the easiest way to get rid of these would be to build them, claim the room for just a short while and destroy the tunnels.
In the long run you'll probably realize that building an expensive structure isn't actually costly, it's maintaining it alive is that is.
Otherwise yeah, I agree there should be a neat way to get rid of hostile constructions sites. Stepping on them seems almost too easy for me, and neither instinctive or fair, (and as we can see here, not reliable).
I'd rather see it that you could attack/dismantle sites to reduce their progress, and have them removed when the progress becomes negative. Or even have their progress decay out in unowned room. -
RE: Hostile 'tunnel' construction-sites can't be removed
I've heard it's possible to build hostile construction sites -though I never tested it myself,- so if you need a tunnel there, you can just build it, and if you don't, it won't block you from building anything there.
Edit: After a quick check in the sim, you can in fact build hostile sites.
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RE: Usermade (clientside)interface
I've been wanting to extend the client on my own for a while now, and I totally support the base concept. However I find the solution you're proposing here to be quite unadequate.
If you send this through module.exports, it will be interpreted by the server in some way, making it prone to error that'd stop your script, and use up some cpu even if so little, CPU.
Plus since the server is the one interpreting the main module, there's no telling it's even possible to send the interpreted code to the client (I highly doubt it).
The client will need to do some interpreting anyway; since it receives a copy of the code, you might as well do everything from the client, and not have the backend involved in the process in any way whatsoever :The way I'd envision an "easy" client extension, there would be another sort of
main.js
module, let's call itclient.js
. For the server, it would be a module like every other: you don't include it anywhere inmain
, and so it will never be run by the server; however, the client will seek this module, and run it like its very own main module.
From there all bet's open to define what we'll be able to do out of it, and how we would do it. That completely depends on the client's architecture.Now we know this kind of thing could be possible, because some people already built there own custom clients; they totally have the power to achieve what you describe, and even more.
However I won't tell you to "just do that"; that would be a humongous task, I don't even have the time or will to do it myself, and I believe most people who'd try would only end up with a downgraded makeshift client rather than an enhanced one, which beats the whole point...However one thing I would try myself at, is branch off the official client's and extending it into supporting this kind of feature. But to do that we would need to have the client's source code on hand.
(@ devs; We already have a github for the server's code, will we get something similar for the client? Please? I'm really looking forward to that.) -
RE: PTR Changelog 2018-12-06: new design
I also got a conflict of interest with the new minerals. They look rad as hell, but they're going to be a nightmare to reproduce with RoomVisuals,.. x)
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RE: PTR Changelog 2018-12-06: new design
That sure is very different from what the actual game looks like. The old design is more inline with the game's look, but I still like the overall feel of the new design a lot !
However I'm very confused by all the robotic little critters. What are these, are they supposed to be creeps? Why do they all look so different from each others ? I think I like it better when creeps were shapeless little roombas that could be possibly anything we want to see in them.