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    Posts made by Mirroar

    • RE: StructureNuker is not a valid creep.withdraw() target.

      On thing you currently can do if you don't plan to use the nuker any more: Destroying it will cause all stored energy and Ghodium to drop to the floor, so you can try and pick up as much of it as you can.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Leaderboard by unique code

      While I somewhat like the idea, this is also a bit detrimental for those that share their code for others to use. You have no way of determining who the "original author" of the codebase is, everybody that uses it gets the same amount of credit that way, no matter how involved they were in creating that code.

      posted in General Discussion
      Mirroar
    • RE: Error in Storage since build 29

      Thx for the info, Artem. I was stuck with an empty db.json, and replacing it with the File from `server\node_modules\@screeps\storage\db.original.json` (using Steam) enabled me to start the server again without having to completely reinstall the game.

      posted in Private servers
      Mirroar
    • RE: Trying to for each towers
      for (var tower in towers) {
      // ...
      }

      gives you the structure's index within the tower's array.

      Try something like this:

      for (var id in towers) {
      var tower = towers[id];
      // ...
      }
      posted in Help
      Mirroar
    • RE: Google Deep Mind?

      -somehow double-posted, sorry-

      posted in General Discussion
      Mirroar
    • RE: Google Deep Mind?

      Well, at BlizzCon 2016, a Google employee shared that the Deep Mind team is now working together with Blizzard Entertainment on connecting their AI to Starcraft 2. So they're certainly working at getting Deep Mind into RTS games.

      posted in General Discussion
      Mirroar
    • RE: PTR Changelog 2016-09-19

      I definately agree this has good parts, but will take some rethinking for established players. Currently a lot of my CPU goes in to remote mining and I've been working on optimizing my code so I can exploit more rooms, while trying to find the best rooms to exploit and get rid of less profitable ones.

      This change will force me to reconsider which rooms are profitable, but that will also free up CPU that I can use on other things.

      I'm not sure it will keep higher level players from trading. You'll still have an excess of some resources and a shortage of others, so it makes sense to sell some and buy others.

      posted in News & Announcements
      Mirroar
    • RE: PTR Changelog 2016-09-19

      My main gripe with this is that it will greatly reduce the effectiveness of remote mining, especially when you're just starting out and can't reserve a room. We'll see.

      I actually like the mineral changes. Now that market is live, it's otherwise too easy to get the minerals you want, and thus the highest level of boosts.

      posted in News & Announcements
      Mirroar
    • RE: Find closest across rooms

      It would theoretically be costly if you already have a list of all the objects you are interested in. But it will be CPU-costly.

      You can use http://support.screeps.com/hc/en-us/articles/207023879-PathFinder#search and pass it an array of targets even across multiple rooms. It will then give you the path to the closest target.

      posted in Help
      Mirroar
    • RE: notifyWhenAttacked on constructedWall doesn't work

      I can confirm this. I currently use creeps to dismantle some of my old walls, and have them call target.notifyWhenAttacked(false) before doing anything. Yet I get emails about my walls being attacked.

      I can also replicate this in the console. On a rampart:

      > Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(false)
      < 0
      > Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(true)
      < 0

      I see the checkbox correctly trigger off and on again.

      When I do the same with a constructed wall, the output is similar:

      > Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(true)
      < 0
      > Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(false)
      < 0

      Yet the checkbox does not toggle.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Power Banks only spawn in center of map?

      They're spawning, just not as much as when they were turned on. There's one at E40S47 right now, for example.

      So thanks for fixing it 🙂

      posted in Technical Issues and Bugs
      Mirroar
    • My scripts were not executing at all for a while.

      When I logged into the game a few minutes ago, I noticed all my creeps had stopped moving, and most of my rooms only had a few creeps left in them. They had about 200-300 ticks of lifetime remaining (which was ticking down, so the servers were still running fine) but weren't moving.

      Looking at the map I saw that my neighbor's creeps were still moving around normally.

      The console was not showing any output (I have output whenever a creep is spawned or CPU bucket gets low).

      So I started to type a few commands in the console to see if that worked:

      • > Game.cpu.bucket
      • > console.log('foo');

      I got no return values from these statements even while time was still ticking on the server!

      At this point, I open my main.js (using the steam client), insert a "console.log('initializing');" at the top, save, and suddenly everything starts running again, including the console commands I entered a minute or so earlier:
      • [10:40:53 AM] initializing!
      • [10:40:53 AM] E45S47 Spawning new creep: harvester_m9
      • [10:40:53 AM] E46S41 Spawning new creep: transporter_ar
      • [10:40:53 AM] E46S47 Spawning new creep: transporter_as
      • [10:40:53 AM] E48S45 Spawning new creep: transporter_at
      • [10:40:53 AM] E48S48 Spawning new creep: transporter_au
      • [10:40:53 AM] E49S47 Spawning new creep: harvester_ma
      • [10:40:53 AM] foo
      • < 9515
      • < undefined

      So somehow my scripts stopped executing, but time kept running, and re-saving the main script started everything up again.

      I wonder what could have caused this. Could I have completely run out of CPU bucket, stopping my script completely? In that case, I think that justifies a special email message.

      I did receive a "Script execution has been terminated: CPU limit reached"-email at 9:30, but I've been getting these from time to time during the last few days and was thinking it's just some pathfinding running amok every couple of days or so (happens even at full bucket).

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Power Banks only spawn in center of map?

      Hi, I'm pretty close to Paul and can confirm this - I've been sending out scouts and set up a notification if I have vision in a room with a Power bank, but that hasn't happened at any point in the last few weeks.

      I'd like to try and develop some code for them, but that makes it a little difficult. The first players in our region, me included, are starting to reach RCL 8, so Power would be cool to have access to.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: This should go in the next Screeps World Review

      Haha, yeah, it's Daft Punk 😉

      posted in General Discussion
      Mirroar
    • RE: StructureSpawn.createCreep creates high cpu-load

      I'm just guessing here, but do you manually name your creeps or use the "Random" names that get automatically generated? In the latter case, maybe you're getting close to the number of available random names so a lot of time is wasted trying to find a name that isn't taken yet.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Game.maps.describeExits() takes an obscenely large amount of cpu

      Looks good, taking between 0.002 and 0.2 CPU each call, even on the first call.

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Game.maps.describeExits() takes an obscenely large amount of cpu

      It does seem to get better: 

      for (var i=0;i<5;i++){var start = Game.cpu.getUsed();Game.map.describeExits('E50S46');var end = Game.cpu.getUsed();console.log(end - start);}
       
       
      9.147943000000005
       
      0.015506999999999493
       
      0.006104000000000553
       
      0.004482000000002984
       
      0.004599000000006015
      posted in Technical Issues and Bugs
      Mirroar
    • RE: Game.maps.describeExits() takes an obscenely large amount of cpu

      I'm noticing the same thing. I've been wondering what was eating my CPU, and my lone scout uses up around 20 CPU every time Game.map.describeExits ist called.

      Considering it's documented with LOW CPU usage I'm guessing something's broken here 😉

      posted in Technical Issues and Bugs
      Mirroar
    • RE: Sign-in via steam on website

      I ran into the same problem when trying to connect an account to steam that I had previously created via link to github.

      I was able to work around this by setting a new password on my account and then using the steam client to log into my account, which automatically linked the account to my steam.

      I don't know if this will help you with logging in, though, but maybe you can at least set a password and login without steam after that.

      posted in Technical Issues and Bugs
      Mirroar