It's back. No idea what happened, but i am blaming it on Discord.
Posts made by Orlet
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RE: Slack workspace deleted?
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RE: creep.upgradeController() == OK
@donatzor said in creep.upgradeController() == OK:
Ghodium hydride and its OH/X later boosts can increase how much 'upgrade' you do, without increasing energy cost. So 'maybe' if you had a 14W single creep w/ a boost it could go over the 15 cap? That might be what was meant by the increased limit, as smokeman said, (and noted by effect in the RCL 8 snippet there) power-creeps can increase this limit.
The 15 e/t cap is strictly on the amount of energy put into the controller, before any applied boosts. So if you're putting 14 e/t with boosts on one creep, you can only put in additional 1 e/t regardless of boosts.
And yes, there are now power creeps that can raise this cap.
@detox said in creep.upgradeController() == OK:
Side question: How do i underline?
You can't underline in markdown (which is what the forum uses).
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RE: Steam client keeps on crashing to desktop
Update:
So far no crashes. However, I am still getting an issue where the client's hardware acceleration would turn off randomly and stay off (and disabled) until restart. Only happens in Steam client.
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RE: Steam client keeps on crashing to desktop
Thank you. So far so good! I will report after further testing.
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Steam client keeps on crashing to desktop
Which shard is affected?
All
What happened?
Client just closes itself at random. No error or debug log fund.
It crashes sometimes at map, sometimes in room view. But much more often in room view or when switching/loading rooms.
What should have happened?
It should not crash.
How can we reproduce this?
Idk. Play the game and see if it crashes?
OS: Windows 7 x64 SP1 CPU: Intel i5-2500K GFX: AMD R9 580 8G
All drivers up to date. Nothing else causes me any issues, just Screeps. The game is unplayable atm.
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RE: Server issues
@tigga said in Server issues:
@Orlet enjoys making his creeps live a very long time. A very long time. He has some that were spawned in 2018.
Currently only 9 left from 2018. Lost over 3/4ths of my old bois to the tombstone
.withdraw
bug a few months back (Dec 2019). Was a very sad day.As of this moment, memorial wall on Shard 1 stands at 126 entries. They all will be remembered.
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RE: Dev update 2020-01-19: Decorations
Are there any plans for decorations for our circular denizens too (creeps)? I'd love some graphical customization for them too!
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RE: Steam client "no hardware acceleration available"
Yes. Outside of the fact that it has nearly killed my windows installation (something went sideways, very badly), nothing has changed. Screeps still occasionally drops into non-accelerated mode upon loading a room, and settings say "no hardware acceleration available". Despite everything else on system running fine.
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Steam client "no hardware acceleration available"
Ever since the latest update my steam client would often go blank and just say "no hardware acceleration available" in the settings gear until I restart it, then everything is fine again (until next time it does that). If I exit to map and return to any room it'll be with the simple renderer.
What's up with that?
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RE: Horrible cpu usage on shard1
A couple of hours ago there was another global reset, and it would appear my CPU usage is more or less back to where it was two days ago. It is much smoother now, at the very least.
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Horrible cpu usage on shard1
Can anyone shed some light on what's going on with the servers lately?
This is my CPU usage graph for shard1 for the past 48 hours:
Notice how the graph drastically changes from being nice and smooth in the first part to being all over the damn place, super jittery, and averaging significantly more than before. I have not changed anything in my code or room layouts since. It all started after yesterday's server restarts when shard2 died (again). I am seeing similar problem on shard3, and many of my friends on shard1 and shard2 are reporting similar CPU troubles as well.
This is much worse than we had before server migration...
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RE: CreateCreep getting error with passed array
Also, as a side note, while it is not too late, consider switching to
Spawn.spawnCreep
instead.Spawn.createCreep
is deprecated and can be removed at any update.All you really need to change the parameter you pass as
memory
into an object where you attach the new creep's memory to the appropriately namedmemory
key.So the creep spawning bit would look like this:
var creepMaker = this.spawnCreep(mainParts, creepName, { memory: { role: roleName, working: false } });
That's all. Just remember,
creepName
is required forspawnCreep
, although you seem to already be providing one already, so should not be a problem. -
RE: Draft: Seasonal server
I'd like some stuff my creeps on MMO could show off instead Like a banner or something!
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RE: Draft: Seasonal server
While I generally like the idea of seasonal servers, I don't truly agree with the pricing model right there. Namely, having to pay for both access and cpu sub to be competitive not only sounds like pay-to-win, but also like double dipping to me. It just feels... wrong.
Here's my ideas on how you could go about this to make it a bit more fair to everyone:
- Drop the cpu sub effect on seasonal shards. Leave it to be MMO specific, and allow everyone on the seasonal shards pay for entry, and have a specific cpu limit (say 100 for everyone). This puts everyone on equal footing (isn't that the goal for the seasonal servers?). Adjust the access cost/seasons pass accordingly, if needed.
- Keep the sub cpu effect, but create completely separate shards for cpu-unlimited (normal 300 cpu cap) and 20-cpu shard, each with their own, separate leaderboards. This way we'll have equal footing for the subscribers and non-subscribers, leaving them to compete against their equals. Maybe even have separate goals for each of the shards?
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RE: Pathfinder cannot find path within one room
@xenofix said in Pathfinder cannot find path within one room:
Luckily I know A* very well. But I always thought there are two implementations in screeps. One PathFinder written in C++ by General and a JS JPS version, which is the default in
moveTo
. The C++ PathFinder could be activated as default for moveTo byPathFinder.use(true)
, which is deprecated now. Did something change here? Is JPS still the default path finder or is it allPathFinder
only now?It's been the
PathFinder
by default for everything for a few years now. -
RE: Is it even possible to harvest this source?
Absolutely, the top source is accessible for mining diagonally from 14,18. I have a similar case in my room over here: https://screeps.com/a/#!/room/shard1/E29N12
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RE: StructureNuker.ghodium property is broken for newly (post-patch) built nukers
This issue has been fixed with yesterday's path, thank you.
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RE: construction site (terminal) was broken by enemy creep when move trough him
Indeed this is the intended behaviour, and the only way to remove unwanted construction sites that are not your own. To prevent such site stomping you can build a rampart first around the place you're going to build a more expensive structure at.
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RE: On the defensive power of strongholds
Agreed on the overly steep difference between the Lv4 and Lv5 stronkholds. But I also do have a feeling that Lv5 only seems strong now, until someone can figure out how to cheese it...
Still, I'd love to have a few extra levels to bridge the gap between these.