Navigation

    forum

    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    1. Home
    2. Geir1983
    3. Posts
    • Flag Profile
    • block_user
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Groups
    • Blog

    Posts made by Geir1983

    • Nuking youself for infinite safemodes

      By sending nukes to your own rooms to reset the safe mode cooldown as you like seems like an unintended game effect. By utilizing this, you can keep safemoding up in a room as long as you keep sending nukes.

      I know in the past, respawning for the safe mode resets has been considered as abusing game mechanics, so i wonder if this falls in the same category?

      Should this mechanic be changed?

      This was recently used as part of an attack on MMO and I think the same player is now setting up again to use the same tactic. Which is why I would like to raise this question again, as its actively (ab)used and not just theory crafting.

      posted in General Discussion
      Geir1983
    • RE: PIXEL_CPU_COST Fix!

      That is the correct amount? (It was originally 5000, but has since been adjusted to 10k)

      https://docs.screeps.com/api/#Game.cpu.generatePixel

      posted in Technical Issues and Bugs
      Geir1983
    • Spawning creep with directions: []

      spawn.spawnCreep([MOVE], 'scout', {directions: [] });

      returns OK, but on the next tick nothing is spawning.

      Even if the empty array is not a valid direction, spawnCreep should probably either return an error code (invalid args?) or spawn the creep instead of returning the OK.

      posted in Technical Issues and Bugs
      Geir1983
    • RE: Requesting Update on New Power Creep Roles?

      @tdxtor said in Requesting Update on New Power Creep Roles?:

      Whoa, watch out asking why the dev team hasn't completed something they have announced. Certain members of the dev team like @artch have a real problem with people saying anything that might challenge their self-worth. He's threatened to ban people for less.

      Can we have a ban on this guy please, he is just a troll seeking attention..

      posted in General Discussion
      Geir1983
    • RE: Season #1 announcement

      Removing Game.market (and all its method/properties), as was proposed on slack, is more game breaking than not being able to build the terminal in my opinion.

      In my opinion, disabling markets should be done in a non breaking way, for example return some error code on creating orders. If the entire Game.market object is removed, silly things like access to Game.market.credits would error out.

      posted in News & Announcements
      Geir1983
    • RE: Game.market updates please

      Did you check the Game.market.incomingTransactions and Game.market.outgoingTransactions? They list you last transactions with credit price and quantity (amount) traded, just multiply those and you get the credit change for each transaction? Or are you asking for something else?

      posted in General Discussion
      Geir1983
    • RE: Transfer energy from spawn to controller

      Transfer is the wrong direction, you are looking for creep.withdraw in this case. Although withdrawing energy from the spawn is generally not a recommended strategy.

      Transfer resource from the creep to another object. The target has to be at adjacent square to the creep.

      Withdraw resources from a structure or tombstone. The target has to be at adjacent square to the creep

      posted in Help
      Geir1983
    • RE: Change default market text to have any useful information

      Bumping this thread as the Screeps SC extension is no longer working.

      Having more information on the Market History page is something i really miss. Instead of the text "Resources sold" please consider implementing more information here so you dont have to click every single order to see the actual resources and amounts that where sold.

      posted in Feature Requests
      Geir1983
    • RE: Decorations update

      Would also love to see my structures in the Choose room dialog, makes it a bit hard to recognize my rooms when its only displaying the terrain in the selection dialog

      0_1592726028654_54c8d0f2-8d67-49d7-81e5-71f1062ebe83-image.png

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      @deft-code

      @deft-code said in Discussion: long-range logistics revamp:

      I like both ideas of putting a minimum range from sources and decaying the containers from a harvest action. @U-238's idea of allowing the warp-containers to be closer but increasing cost seems like a good one (more remote mining options the better). I think the decay should be based on energy harvested from the action rather than the action/intent itself otherwise supersizing the harvesters could bypass much of the problem.

      Even cooler if we get a new visualization in the client to "show" the sources reacting with the warp-containers when a source is harvested.

      What if there is no minimum range for the structure itself, but the decay is dependant on the distance to the .harvest action, sort of like how towers are more effective on short ranges. This could allow WC directly adjacent to the source, but at a high decay cost, scaling down with the range to the source. Make it super expensive when close to the source, then lower costs based on longer distances.

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      Having to "man" the warp containers to cross room borders also feels a bit awkward. You would need to have a creep standing on the room borders and bounce between rooms, doing withdraws and transfers between them, sort of like a bucket brigade type system. Any way to make warp containers on room edges connect to each others without making it too OP?

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      I think the amount of warp containers in owned rooms needs to be higher than 2. You would want one at a central location, near your terminal/storage and that leaves just one at a room edge for connecting to other "networks" and makes it so you cant also use the warp container for other things like split bases, mineral harvesting, controller upgrading etc, sort of limits your options a bit with only 2 in my opinion. Maybe 3 for owned rooms and 2 for other rooms makes more sense.

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      Would need to be a fair distance to have much impact i think, adding a few carry parts to a miner to move 2 steps out to deposit would be pretty easy way to handle warp containers a few steps away from the source. Would probably see a miner/hauler hybrid of sorts if the distance gets a little bigger, which would be kinda cool i guess.

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      Point is just that the intention is to change how high level combat works (by limiting terminal bandwitdth to reduce the effectiveness of repair), but at the same time works as nerfs to civilian use cases. Both have ways of solving, but is more complex / require the use of power creeps where none were needed before.

      posted in News & Announcements
      Geir1983
    • RE: Discussion: long-range logistics revamp

      @tigga said in Discussion: long-range logistics revamp:

      The limitations on civilian uses are a side-effect but not too onorous. I don't think many people are sucking in more than 50 resources/tick sustained in any room other than temple rooms. For temple rooms, there's OPERATE_TERMINAL.

      OPERATE_TERMINAL require a Power Creep though, and the temple rooms are not really spending a lot of time at RCL 8. I guess you could have the power creep travel back to a room with an operational Power Spawn once in a while to refresh.. Pretty sure i send more than 50 energy / tick when leveling new rooms as well. None of these are breaking changes, but still this does impact civilian use, where the intention is to limit combat sustainability.

      posted in News & Announcements
      Geir1983
    • RE: Can't place constructionSite at room edge

      Yeah, not so common 🙂 Btw, you should join the slack, there is a pretty active community over there in the chat

      posted in Technical Issues and Bugs
      Geir1983
    • RE: Can't place constructionSite at room edge

      Its not allowed to build that close to the room exits, most structures cannot be placed within 2 tiles from the exits. Exceptions are roads (and perhaps containers?)

      Also that wall to the right of your arrow is a temporary wall that will go away once your zone is no longer a respawn/novice area. It should have a decay timer on it indicating when it will be removed.

      posted in Technical Issues and Bugs
      Geir1983
    • RE: This is my code for role.claimer, and it doesn't work, any idea?

      check the return code of the creep.claimController function, it will tell you why its failing.

      var result =  creep.claimController(creep.room.controller); 
      console.log(creep + " tried to claim controller, got result " + result);
      

      OK 0 The operation has been scheduled successfully.

      ERR_NOT_OWNER -1 You are not the owner of this creep.

      ERR_BUSY -4 The creep is still being spawned.

      ERR_INVALID_TARGET -7 The target is not a valid neutral controller object.

      ERR_FULL -8 You cannot claim more than 3 rooms in the Novice Area.

      ERR_NOT_IN_RANGE -9 The target is too far away.

      ERR_NO_BODYPART -12 There are no CLAIM body parts in this creep’s body.

      ERR_GCL_NOT_ENOUGH -15 Your Global Control Level is not enough.

      posted in Help
      Geir1983
    • RE: Steam client UI bug...

      im also getting this issue pretty often, when i attempt to change server. Usually i leave the client running for a long time, viewing some server. If i then log out to the Main Menu i sometimes (most times) get this behaviour where i cannot access the private servers menu. Pressing any other server shows the local server menu before the server i pressed is loaded. Restarting the steam client fixes the issue.

      posted in Technical Issues and Bugs
      Geir1983
    • RE: Can't start the dedicated steam server anymore

      I had similar problems in the past solved by deleting the folder C:\Users\nnnn\AppData\Local\Screeps\User Data

      posted in Technical Issues and Bugs
      Geir1983