@avdg_: Yeah, I figured that out lol. I just used .lookAt
if it returned a pos
value, but as the bug is fixed it's no big deal.
Posts made by GrandonBroseph
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RE: findClosest returning RoomPosition objects?
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RE: findClosest returning RoomPosition objects?
Aw man, code broke 3h ago because of this. Are we expected to start using
.lookForAt
calls or something? -
RE: Cannot open room
See this post; it looks like this deals with the same issue.
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Room controller degradation
I'd like the amount of time for a room to degrade to be based on
progress
rather thanticksToDegrade
. Maybe, every tick, the progress of a room controller is removed by the RCL (or just 1, if that's simpler), then you can still send creeps to attack controllers to speed up the process.Also, I find that there are a lot of rooms with a single spawn that are completely inactive. Perhaps this degradation could come into effect when there are none of the owner's creeps in the room?
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RE: WORK parts of damaged workers
Yeah, I've seen that post before. I really don't like it since it's quite counter-intuitive compared to the rest of the health & part mechanics (creeps should always get weaker as their hit points deplete), so it's just an oversight in my book.
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RE: WORK parts of damaged workers
From what I've seen, a part sometimes (always?) maintains full functionality until all instances of it are destroyed; a creep with ATTACK parts will be able to attack at full force until his opponent disables all his red parts.
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RE: Can't see into room E2N5
Can confirm, not sure what's wrong with it. Maybe it has to do with a room not having either sources or a controller? I don't think I've seen any rooms like that anywhere else.
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RE: Structure glitches
Yep, everything's working just fine now. Awesome!
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Structure glitches
The changelog released earlier today appears to have made construction sites count as the structures of their type (e.g. it's now "impossible" to have 20 construction sites for extensions when your RCL is only 3). This change makes creating a new spawn inside an empty room which you have claimed impossible.
From what I can see, this is caused by some sort of check before completing a construction site which will reject completion if the amount of structures is beyond the current limit. Since that check is instead done before a construction site is even created, this final check could probably be eliminated entirely or at least updated.
Basically, creating the final spawn, extension, link, etc. you can currently build at your RCL is impossible;
Creep.build
will just return-14
. -
RE: Dear GrandonBroseph
From what I can see, W9N5 was sending your ranged attacker creeps to both W9N4 and W8N4; I'm guessing it has something to do with your script having an allergic reaction to non-keeper lair hostile structures in a room.
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RE: Dear GrandonBroseph
@ZorzZ: ...Meanwhile, I'd appreciate it if W9N5 stopped sending attackers to W9N4. I have no plans of blocking access to said room from your base up north
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RE: Dear GrandonBroseph
Yikes, I honestly just saw this right after my raid on one of your rooms. I would gladly accept a truce, yet I'm concerned about the occupation of W9N5, as this is my only gateway to continue my assault on Aurel.
I won't attack your creeps in rooms W9N4 and W9N5 any longer (provided you do the same), but if you erect obstructions in any of these two rooms, I may decide to carve through them should I decide to continue attacking said user.
This again shows that implementing "Send message" asap would be a huge help >_<
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RE: Newbie walls?
@QzarSTB: These are good ideas, I figured out that invulnerability would be only inside the starting room (colony), not other rooms.
@ZorzZ: Someone could probably take advantage of the newbie walls with multiple accounts, but I hope that'll never happen. Teleporting might raise some issues. It doesn't sound like you'd be able to choose what room to go to (if the target room has multiple exits), plus, it kind of adds some unneeded complexity imo.
I find that the current system in which it's impossible to access the data of a room in which none of your flags/creeps/structures reside is a little irritating. While I understand that it saves a ton of CPU, it'd be nice if the player's code could access everything that the player himself can (e.g. amount of sources, location of room controller, etc.) without sending a scout creep. I'd like to make a script in which everything, including colonization, is taken care of autonomously.
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RE: Newbie walls?
Right, yet it might be weird to have really strong creeps barging into your room. Would a player who is just starting be able to attack those who enter? Can these creeps launch an assault on another room? How do other players know that a room's creeps are invulnerable?
It's an interesting concept, just wondering what your thoughts are.
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RE: Can't claim controller
So Vanoiress is the only one who can claim that room, since he was probably the designer?
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RE: Newbie walls?
That's true, 72 hours for a new player seems like a bit much. Invulnerability of creeps might look a bit strange - I think the newbie walls do their job fine, except for the fact that some tens of thousands of ticks have to pass before other players can enter, despite a glaring hole in the wall.
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Newbie walls?
I've observed that destroying one of the "newbie" walls doesn't destroy the rest of them anymore. However, this doesn't seem to turn off the "blocked" flag for the room. Despite a hole in the wall, enemy creeps can't leak inside, so
Map.findRoute()
nor "brute-forcing" creeps inside don't work.This might be on purpose, but it kinda looks weird; it really removes the whole "risk factor" thing that was in place before.
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RE: Can't claim controller
I've attempted to spawn there personally; apparently the room is locked off from ownership.
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RE: List of keybindings for ingame editor
The Screeps editor uses Ace, so here's a list of Ace's default keyboard shortcuts.
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Working with multiple links
I noticed that if two links with full energy try to fill one other link, the animation for both occurs. However, one of the links will remain full but still have a cooldown as if it had delivered all its energy. There should only be an animation and a counter if energy has been actually transferred, right?