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    Jumpp

    @Jumpp

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    Posts made by Jumpp

    • Poor choices of newbie/respawn zones

      I build a little sparsely, so I accept that, more frequently than I'd like, newbie zones threaten to arrive in my territory and I need to scramble to head it off.

      But... shard1 E55N25? If that sector looked like a reasonable place for a respawn zone, the algorithm that chooses sites for such zones needs adjustment.

      posted in General Discussion
      Jumpp
    • Feature Request: PWR_OPERATE_LINK

      Can we have an operator power, PWR_OPERATE_LINK, that improves link throughput? Maybe by either or both of reducing link cooldown or increasing link energy capacity?

      posted in Feature Requests
      Jumpp
    • RE: room.structureCacheKey

      EVENT_BUILD could be used to distinguish a completed build from a stomped/removed construction site if its info had a property that indicated success. A boolean that's true if the job were completed, maybe. Or the id of the completed structure. Or the amount of work yet to be done to complete the job. Or the position and structureType of the targeted thing.

      posted in Feature Requests
      Jumpp
    • RE: Horrible cpu usage on shard1

      I've seen odd CPU usage on shard1 as well. Usage will sometimes spike for no reason I can work out, and when I look closely, methods that shouldn't take much time at all take an extremely long time. (My profiling once yesterday showed my rooms taking something like ~50 cpu, in one tick, to perform an operation that it typically does in under 1 CPU, and I wasn't able to work out any possible reason it could have taken so long.)

      I'm not certain the problem lies anywhere other than my code. But if we're taking inventory of people who are seeing recent flakiness in CPU usage that they haven't been able to account for, count me among them.

      posted in Technical Issues and Bugs
      Jumpp
    • store with negative sum

      https://screeps.com/a/#!/history/shard1/E24N26?t=22321900

      The invaderCore ruin at 27,38 shows contents of -1. _.sum() of its store also returns -1.

      You'd reasonably expect 0.

      posted in Technical Issues and Bugs
      Jumpp
    • RE: inactive structure store.getUsedCapacity returns null

      So if you just say "lab.getUsedCapacity();" which do you mean? Energy or Mineral? Getting both munged into one number is useless.

      If I mean specifically energy, I can write getUsedCapacity(RESOURCE_ENERGY).

      getUsedCapacity() with no argument seems like it ought naturally to return the total capacity used, of all sorts.

      posted in Technical Issues and Bugs
      Jumpp
    • RE: inactive structure store.getUsedCapacity returns null

      Okay. Thanks.

      That's very much not the design I've have chosen. But I cannot deny that the implementation is consistent with what's written in the docs.

      posted in Technical Issues and Bugs
      Jumpp
    • inactive structure store.getUsedCapacity returns null

      let x = the ID of an inactive lab (owned by a player who no longer owns the room's controller.)

      $ Game.getObjectById(x).store.getUsedCapacity()

      null

      $ _.sum(Game.getObjectById(x).store)

      3775

      I'd expect getUsedCapacity() to return 3775. Its return value shouldn't depend on the active status of the structure in which it's housed.

      posted in Technical Issues and Bugs
      Jumpp
    • RE: [Request] Nukes destroy .store contents of ruins/tombstones but not the objects.

      ++ to all this. Ruins are a super useful input to my auto build/repair system, but they're significantly less useful if their timeToDecay can't be relied upon.

      posted in Feature Requests
      Jumpp
    • RE: room.structureCacheKey

      Or perhaps an EVENT_STRUCTURE_COMPLETED event in the room event log? (EVENT_BUILD is a crude tool for identifying freshly-built structures. It's hard to distinguish a constructionSite that was completed from one that was stepped on or removed)

      posted in Feature Requests
      Jumpp