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    Posts made by hyramgraff

    • Console logging within an infinite loop causes client to freeze

      (Yes, I am a naughty programmer for not making sure that my recursive function actually had a base case. Don't run the code that I included below without a plan for recovering.)

      I was working on automating the process of figuring out what components my factory would need to produce to get to an end product and I added the following to the end of my main script.

      factory_requirement = function(res) {
          console.log("To make " + res + " we need:");
          for (k in COMMODITIES[res].components) {
              console.log(k);
              console.log(COMMODITIES[res].components[k]);
              
              if (k in COMMODITIES) factory_requirement(k);
          }
      }
      
      factory_requirement(RESOURCE_WIRE);
      

      This causes infinite recursion because wire requires utrium bars, which require utrium which can be made by decompressing utrium bars. Fortunately the server seems to handle this well. Unfortunately the client will freeze and I was unable to comment out the initial call to factory_requirement to fix my code.

      I'm using a machine running Windows 10. Both the Steam client and the screeps.com website froze when I attempted to open a room.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: Missing loads of CPU allocation on partially-active shards

      Keeping an active room on the shard would also solve the problem.

      I'd be willing to maintain another player's room controller on Shard 2 for a reasonable fee.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: FIND_DROPPED_ENERGY deprecated but used in doc example

      Good find. If it's really bothering you, I think you can submit a pull request that fixes it.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: Player badge does not match actual one in map view room tooltip

      @o4kapuk It looks like the player badge for the controller sign is only refreshed when you hover over a room with no sign.

      I can reproduce this by viewing E18N5 - E19N6 on shard2. If I start by hovering over the unowned room and circle around the rooms in a clockwise direction, all rooms have one player's badge. If I circle around the rooms in a counter-clockwise direction all rooms have the other player's badge.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: console logs appear sporadically

      @o4kapuk It's working right now, but when it's not typing 1+1 in the console will reproduce the issue.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: console logs appear sporadically

      I'm on shard2 and running commands in the console execute successfully but the return value isn't printed.

      posted in Technical Issues and Bugs
      hyramgraff
    • Long ticks on shard2

      I have a single room on shard2 and the last three nights I've noticed that there will be long stretches of time where every other tick takes about eleven seconds. I'm used to the occasional long tick but having the server switch between normal ticks and long ticks every 2-3 minutes isn't normal.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: Ramparts to public in uncontrolled rooms

      If you assume that you can consistently dismantle with 40 work parts per tick (2 creeps, each with 20 work parts), then at current tick times on shard0 a max HP wall can be removed in a little under nine days. (Wolfram Alpha calculation) That seems like an easily reachable stretch goal for a new player that's already gotten an RCL 6 room.

      You can probably even make more energy from the dismantling than you spent on the creeps, but that doesn't count the opportunity cost of not having those work parts get eight times more energy from harvesting sources instead.

      Overall, I'm not sure that this change is actually needed.

      posted in Feature Requests
      hyramgraff
    • RE: Non-subscription shard launched

      @frop If you click on your name at the top right corner of the screen, you should see "respawn" as one of the options in the menu that appears.

      posted in News & Announcements
      hyramgraff
    • RE: Make the limits of the maps connected to the opposite rooms (Like Earth)

      @riquy said in Make the limits of the maps connected to the opposite rooms (Like Earth):

      Imagine if every map of Screeps would be like planet Earth but with the shape of a Square, the rooms in the limits of the map could connect with the ones in the opposite direction (limited to 1 shard).

      What you're proposing isn't actually like Earth. Earth is a sphere but you've proposed a torus (aka a doughnut).

      posted in Feature Requests
      hyramgraff
    • RE: Code doesn't necessarily run on other shards after creeps enter inter-shard portal

      @wtfrank Even with zero CPU allocated to a shard, you should still have a CPU bucket that you can draw from. However, if you have zero CPU allocated to that shard, the bucket will never grow it will only deplete.

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: Account Messages - Delete / Archive

      +1

      I have a random "F*** you" message that I received just over three years ago that I can't delete.

      posted in Feature Requests
      hyramgraff
    • RE: RCL 4 Boosted Invaders

      @Gankdalf I agree that it's ridiculous that a level 4 room can spawn a group of boosted invaders. But there are also tactics to counter a invader spawn that are equally ridiculous.

      If you're worried about the balance implications on a private server, I think the best solution would be to mod the server.

      posted in General Discussion
      hyramgraff
    • RE: RCL 4 Boosted Invaders

      I believe that all invaders will suicide if all of your creeps are dead and they have access to the room's spawn. When a group of invaders spawns in a low level room, the most energy effective way to deal with them is to just kill all of your creeps and start re-spawning everything.

      posted in General Discussion
      hyramgraff
    • RE: Building a rampart on top of an invader prevents killing it

      @artch I've been able to do a little more testing of this and I've discovered that:

      • A rangedMassAttack does not damage an invader on top of my rampart and does not damage the rampart.
      • A rangedAttack does damage an invader on top of my rampart because it does damage the rampart.

      This is a surprising inconsistency between the two methods.

      posted in Technical Issues and Bugs
      hyramgraff
    • Building a rampart on top of an invader prevents killing it

      Part of my code automatically replaces ramparts when they are destroyed. Normally a hostile walking onto a construction site will destroy it but if you create a construction site on top of a hostile creep then it's still possible to build it. (This has been the case for a long time.)

      What's new to me is that when I build a rampart on top of an invader, a mass ranged attack from a creep on an adjacent tile isn't damaging the invader and the rampart the invader is standing on isn't destroyed. I don't remember seeing this happening before so something seems to have changed.

      Here's a replay link of it happening on shard2: https://screeps.com/a/#!/history/shard2/E19N3?t=4001420

      posted in Technical Issues and Bugs
      hyramgraff
    • RE: Are you guys running on fewer servers than you were 6 months ago?

      @artch Is the time that it takes the client to download the data that needs to be rendered correlated with the server tick rate?

      I don't have any data to back this up but it's always felt like first render happens faster when the tick speed is faster. I've been assuming that if the database is the main bottleneck for tick processing then it will also be slow to respond to the client's request for room data to render.

      posted in General Discussion
      hyramgraff
    • RE: Auth Tokens

      @artch A "read-only" token doesn't need to be a "read-everything" token. I don't know if there's a better description that's widely used for a token that's only authorized for read access to non-sensitive data.

      posted in News & Announcements
      hyramgraff
    • RE: New improved WebGL renderer

      When I turned the new renderer on, I found it very hard to visually distinguish empty extensions and construction sites that don't have any build progress.

      posted in News & Announcements
      hyramgraff
    • RE: ERR_NO_PATH when creep moveTo flag in another room

      @stillstate It looks like you've added the maxOps option on the call to findPath after moveTo has failed but you haven't actually increased the number of operations that moveTo can perform when it's looking for a path.

      What happens if you add the maxOps option to the call to moveTo?

      posted in Technical Issues and Bugs
      hyramgraff