These are in
C:\Users\<user>\AppData\Local\Temp. Clarified that in the main post too.
Posts made by Orlet
RE: Why is Screeps Steam client leaving gigabytes of trash in Temp?
These are in
Why is Screeps Steam client leaving gigabytes of trash in Temp?
I've noticed that the Steam client is leaving lots and lots of temporary folders named
nw2772_25710and similar in windows
C:\Users\<user>\AppData\Local\Temp) folder. Each folder contains nwjs executables and libraries, however, none of them appear to be launched by the actual Screeps client. Each folder weighs at about 26 to 28MiB, however, Screeps client appears to be generating a new unique folder every time you launch it, and never cleans up the mess after itself. This means that after a couple of days playing Screeps the Temp folder grows to a gigabyte or sometimes more!
I am aware gigabyte of itself doesn't sound like a lot, however, this is a temp on system drive, and many of us have relatively small system SSD drives, which are a fair bit more expensive per gigabyte than HDD storage. And in the end it unnecessarily litters the drive with files that are being only used once. Not everyone of us monitors their Temp folder and if you are to check it now, you might be up for a pretty nasty surprise.
Anyways, a question to the developers: why is this happening, and can it be rectified? Can't the client just use one folder for its temp trash and, maybe, be nice enough to clean up after itself?
RE: Understanding the result of Room.serializePath()
XXYYare the first tile in the path, rather than the starting point. So, basically, the right next time in the
Ddirection from starting point.
RE: Pathfinding with collision detection, any tips?
I have monkey-patched
Creep.moveTo()methods, first one to save the creep's intended move direction, and second one to inject different defaults (
ignoreCreeps: true), as well as use custom CostMatrix callback so I can mark some specific creeps as unwalkable at some specific situations.
Then after all the creep logic has run its course I run another loop of collision resolver, that checks if there's a creep in the creep's intended move direction, whether it is moving or not, and tries to move the blocker creep out of the way, with some role-specific overrides provided, too.
Took me a few hours to code, a couple of days to iron all the edge cases, but now it works pretty well for 99.8% of cases. The remaining 0.02% result in some weird creep dancing, but tend to resolve themselves in a few ticks on their own.
RE: Missing loads of CPU allocation on partially-active shards
Can confirm, I am not receiving the allocated CPU into bucket on inactive shards either.
- I have colonies on
- I am intermittently sending creeps (trade convoys or attack parties to harass bots) from shard to shard, passing through
shard2.The creeps are spending 50 ticks maximum on
shard2(as long as it takes them to pop out of portal, remember who they are, and scamper over to the next portal).
- I have allocated 1 CPU to the
shard2, and like 98% of the time the shard has no creeps or other owned objects on it and code is not running. I was expecting that extra 1 CPU to go into the bucket and slowly replenish it over time, so I don't have to jump a gazillion hoops and re-assign cpu every time I need a convoy run.
I am not receiving bucket replenishment from that allocated spare CPU.
- I have colonies on
RE: Enabling power on rooms
A new Operator power will be added soon:
PWR_FORTIFY Makes a rampart or wall invulnerable to attacks for 1/2/3/4/5 ticks. Cooldown 5 ticks. Range 4 squares. Consumes 5 ops. Upgrade on level: 0/2/7/14/22
On max level it will allow to maintain one rampart/wall tile in fully invulnerable state, but with huge ops consumption: 6 times more than one Operator generates. So you either need to store up ops in this room or import it from other rooms (but don't forget about vulnerability to DISRUPT_TERMINAL).
Fortify a rampart before nuke hits. No repair cost!
rangedMassAttack() hitting and killing creeps that are still being spawned
Which shard is affected?
seen this happen on
shard3, but likely to be on all.
5 creeps with
.rangedMassAttack()killed a creep that was still being spawned inside the spawn. Once the spawning finished, only a tombstone was produced under the spawn.
What should have happened?
I am not sure, but given recent discussions about pre-boosting being "inconsistent" with outside things being unable to affect creep being spawned this seems kinda, erm, inconsistent.
How can we reproduce this?
Likely under same circumstances. Start spawning a creep from a spawn under attack by
#3723400: replay starts with spawn and 5× rh2m creeps sieging it with RMA going off #3723408: spawn starts spawning a creep #3723425: creep's in spawn body pip array goes blank, with 6/24 ticks to go #3723431: spawning completes, no new creep emerges, a tombstone appears under the spawn, containing the name of the creep being spawned
#3723467: spawn initiates another creep #3723477: spawning creep's body pip array goes blank, 2/12 ticks remaining #3723479: no creep spawns, another tombstone appears with the name of the creep that was being spawned
I'm mostly interested to know if this is a bug or intended feature.
RE: Novice Zones => reduced code size
I in general agree to @wtfrank's idea. There needs to be a way to limit the proliferation of open source codebases among newbie zones. Hell, check the respawn zones on shard3, most of them are full of Overmind bots.
@Smokeman that's what the newbie zones are for. Setting up entire shard like that would be inefficient, and result in most newbies not learning anything and/or just leaving their code vegetate on the shard. Timed safe area for initial development is a much better incentive to "get sh!t going". And I'm yet to see a person who'd go out of their way to wipe all the rookies from a rookie area once it despawns. Most of this community are incredibly welcoming to new players, at least to the ones who are actually developing their own code.
And finally, getting roflstomped early in the game can also act as a great motivator. Need to exact revenge on someone can really get you going.
Speaking of motivation, all those overmind bots in my vicinity on shard3 have been a good motivator for me to get going with stuff too. I've been using them as punching bags to test/develop battle code. But I am not OK with them spawning in a rookie zone and driving the real rookies away from the game.