If I'm not mistaken then the console module of Screeps-SC supports this: https://github.com/stybbe/Screeps-SC
Lomewilwarin
@Lomewilwarin
Posts made by Lomewilwarin
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RE: Request: CURRENT_ROOM constant in console
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RE: PTR Changelog 2016-09-19
Exactly the opposite. High GCL players receive most of their energy income from remote rooms, and this change will affect them in the first place.
What do you base this on? I could imagine high GCL players on average having better and more efficient code bases. But if we assume equally skilled players then they should spend a roughly equal amount of CPU on room maintenance.
If we for example assume 5 CPU for average room maintenance, then:
At GCL 1 I have 30 CPU available and 1 claimable room. 5 CPU is used on claimed rooms, leaving 25 for remote mining. Meaning that 83% of my CPU can be spend on remote mining.
At GCL 10 I have 120 CPU available and 10 claimable rooms. 50 CPU is used on claimed rooms, leaving 70 for remote mining. Meaning that 58% of my CPU can be spend on remote mining.
If we for example assume 10 CPU for average room maintenance, then:
At GCL 1 I have 30 CPU available and 1 claimable room. 10 CPU is used on claimed rooms, leaving 20 for remote mining. Meaning that 67% of my CPU can be spend on remote mining.
At GCL 10 I have 120 CPU available and 10 claimable rooms. 100 CPU is used on claimed rooms, leaving 20 for remote mining. Meaning that 17% of my CPU can be spend on remote mining.
In any case, no matter what value you choose for maintenance of claimed rooms and how efficient your remote mining code is, when using the same code base for a higher GCL there will always be a lower ratio of remote mines to claimed rooms.
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RE: PTR Changelog 2016-09-19
It seems to me that this change is quite punishing for newer players?
1) GCL growth will be significantly slower after this change as less energy and minerals are available. This means that new players will have to catch up on older players with a significant handicap.
2) At low GCL the CPU / Claimable Rooms ratio is much higher, meaning that also the maintainable number of remote mines / claimed rooms ratio is much higher. Therefore I'd expect low GCL players to take a much harder hit to their energy income from this change than high GCL players (who get a higher % of their energy from fully claimed rooms).
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RE: Flag.remove() doesn't work properly
Hi, just wanted to confirm that this still seems to be the case.
I tried to run:
for(var name in Game.flags) { console.log("Removing: " + name); Game.flags[name].remove();}
in the console after respawning and not all flags are removed. (I didn't keep track closely, but It would seem like all flags in active rooms were removed, while all or most flags in inactive rooms remained.)
Edit: I just noticed they are all gone. But I would estimate that there was at least 5-10 minutes before that happened, as I spend some time trying different things to remove them without success before posting here.