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    Gankdalf

    @Gankdalf

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    Posts made by Gankdalf

    • RE: Road building and findPathTo

      Roads only exist on a single position, so you don't need both points. You probably want something like this.

      for (var i = 0; i < path.length; i++) {
          path[i].createConstructionSite(STRUCTURE_ROAD);
      }
      

      Sitting a road on two tiles near each other will then connect those two tiles with a road. Creeps get the fatigue reduction when stepping onto a road tile, not when traveling between two road tiles.

      If for whatever reason you did want both points, you could do something like this

      for (var i = 0; i < path.length - 1; i++) { // note the -1
          var fromPos = path[i];
          var toPos = path[i + 1];
      }
      
      posted in Help
      Gankdalf
    • RE: Draft: Power Creeps API

      You misread, it requires the creep to be NOT spawned.

      That makes so much more sense.

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      @artch

      Obviously it doesn't, since there is no active spawning to disrupt.

      It isn't that obvious when a nuke can kill a spawning creep, leaving the spawn to continue spawning nothing.

      posted in News & Announcements
      Gankdalf
    • RE: Draft: Power Creeps API

      PowerSpawn.prototype.spawnPowerCreep(name)

      Should this have a directions property? It would be great to not spawn my power creeps outside of ramparts if I have a power spawn on the edge of a defended line.

      Since I don't see any "can spawn" functions, are we to assume that power creeps are free to spawn if they are off cooldown? 😢

      PowerCreep.prototype.delete()
      The creep must not be spawned in the world in order to call this method.

      Why does this require the power creep be spawned? So, if while testing I create a power creep, and then I want to delete it, I have to spawn it first?

      Otherwise this looks great!

      posted in General Discussion
      Gankdalf
    • RE: Power Creeps update

      More pointless questions about WIP powers \o/

      1. Does DISRUPT_SPAWN prevent renew?
      2. Is it possible to use .cancelSpawn() and then OPERATE_SPAWN to quickly spawn a small creep before the an operator can reapply DISRUPT_SPAWN?
      3. Does DISRUPT_SPAWN even work if the spawn isn't spawning anything?
      4. Can one power creep use EXTEND_SOURCE on the same source 3 times to make it have 18,000 energy per regeneration period, since the power cooldown is less than the source regeneration period?

      Lastly just a random idea. Should use costs maybe scale with levels? I feel like some of the random powers you are forced to take become useless, since they don't stack and cost just as much as the level 5 version to use. It might be cool to have the option to use 3 level 1 powers together, rather than 1.5 level 5 powers.

      posted in News & Announcements
      Gankdalf
    • RE: Private server missing thumbnails

      That the same as this issue?

      https://screeps.com/forum/topic/2207/missing-map-assets

      posted in Private servers
      Gankdalf
    • RE: IVM heap usage & game objects

      @geir1983 Does the automatic GC call count against your bucket if it is triggered by the Game object creation each tick (which is likely the cause of a lot of this issue in the first place)?

      posted in Technical Issues and Bugs
      Gankdalf
    • RE: IVM heap usage & game objects

      @geir1983 is it possible that the change gave GC enough heap that it skips every other tick now, where previously it ran every tick? Wouldn't this have kept heap to a minimum every tick previously, while now it bounces around?

      posted in Technical Issues and Bugs
      Gankdalf
    • RE: Power Creeps update

      @artch Okay so I talked to @o4kapuk a bit. I think I can understand the usage of OPERATE_SPAWN a bit more, although I feel like not many people actually use spawn capacity in this way.

      Assuming traditional 6W1C3M miners, OPERATE_SPAWN makes very little sense. Actually, this is pretty much what was being discussed here. It seems pointless to increase spawn capacity for this. You run out of CPU long before you run out of spawn capacity for more small miners.

      However, if you use spawn capacity to not necessarily make more remote mines, but to make bigger miners, it means that you are spending more spawn capacity on reducing the CPU you are spending per remote mine. I had already considered using large miners, but hadn't fully calculated the spawn load on doing it.

      In this context the power makes sense. It saves CPU at the cost of energy and ops. I still think it is probably a bit underpowered, but It's closer to what I would expect from a power with this context in mind. I am not sure it fits with how I plan on using power creeps, but I can see where it could be used.

      We'd need to stop developing and start debating on forums full time if we try to satisfy everyone's need for information.

      K, that's a fair point 😂

      posted in News & Announcements
      Gankdalf
    • RE: WI: spawns had no 50 part limit

      Creeps like this would show up at your doorstep:

      35T 47H 16M
      35T 47H 16M
      40T 110W 30M

      Pretty sure that's what 3m damage to your ramparts before you can spawn your 50 part creeps, which should be enough to make a dent in their armor, assuming you spawned more than one and then boosted them.

      posted in General Discussion
      Gankdalf