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    Posts made by QGazQ

    • RE: Room edge bugged

      Sounds similar to what happened to one of my rooms on S+2. Ags said the logs had

      Error processing room W11S9: TypeError: Cannot read property 'toString' of undefined
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/structures/_destroy.js:33:32)
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/_damage.js:55:45)
          at Object.module.exports [as rangedMassAttack] (/screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/rangedMassAttack.js:59:30)
          at /screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/intents.js:30:26
          at Array.forEach (<anonymous>)
          at module.exports (/screeps/node_modules/@screeps/engine/dist/processor/intents/creeps/intents.js:28:18)
          at /screeps/node_modules/@screeps/engine/dist/processor.js:325:94
          at /screeps/node_modules/lodash/index.js:3073:15
          at baseForOwn (/screeps/node_modules/lodash/index.js:2046:14)
          at /screeps/node_modules/lodash/index.js:3043:18
          at Function.<anonymous> (/screeps/node_modules/lodash/index.js:3346:13)
          at /screeps/node_modules/@screeps/engine/dist/processor.js:306:15
          at _fulfilled (/screeps/node_modules/q/q.js:854:54)
          at /screeps/node_modules/q/q.js:883:30
          at Promise.promise.promiseDispatch (/screeps/node_modules/q/q.js:816:13)
          at /screeps/node_modules/q/q.js:570:49
      

      He bounced the server and it recovered. It may or may not be relavant.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: PTR Changelog 2019-09-20: NPC Strongholds

      Are ruins walkable? Or does it depend on what they are a ruin of? Do roads make ruins? Edit: I may jump on PTR and have a play next week

      posted in News & Announcements
      QGazQ
    • RE: Draft: Store prototype API

      I must say I'm for this change, and after a period of transition removing the old ones. It did confuse me a lot originally, and though I now have prototypes that handle most of it removing them will simplify things.

      As others have mentioned there needs to be some way to define the limits for Labs and Nuker, as others have mentioned a single store object would be my preference with some kind of per resource limit field. The other "important" thing I do a lot is to check what resource type is in a lab, at the moment this is a simple .mineralType. I'd rather not have to iterate over the store / supportedResources and ignore energy to be able to get it in the new way of doing things (though if it were the only way I could add a prototype of .mineralType which did it and cached the result).

      posted in News & Announcements
      QGazQ
    • RE: Power Creeps - Others can enable power in my reserved rooms

      I'll be honest after seeing Gounads doing similar to make anti Tigga scratching posts in his remotes I was wondering about this sort of idea anyway. It doesn't stop anyone, but gives a little extra prep time to spawn something.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Power Creeps - Others can enable power in my reserved rooms

      It is intentional, they can also enable power in your main claimed rooms as well. If you don't want them to you need to stop them getting to the controller.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Power Abilities Adjustments. Labs/Spawn/Storage/Terminal and Regen Mineral.

      I might as well add my theoretical "bug" / expected behaviour. I haven't tried this, but looking at the source I think it should work. Mine a mineral down to a very small (put positive) amount. Active REGEN_MINERAL. During the 100 ticks duration quickly take the mineral to 0. This will trigger the regen timer. The Power will still be active and pull the mineral amount above 0 again, but the regen timer will still be active (set). Keep the power going and don't mine it below 0 and you can get the 1/t mineral during the regen timer. Once the timer would have expired, mine it to 0 and it should instantly be regened.

      It's not a great gain, but allows the power to be used with 100% uptime and normal mining. So takes the overall income from 1/t (from either natural regen, or power) to 2/t with both. ... assuming it does actually work

      posted in General Discussion
      QGazQ
    • RE: Max Spawning Distance?

      @stormwing0 that code isn't doing anything to the spawning creep. Its simply writing some text with RoomVisuals to show what is being spawned. Its offset so it doesn't draw on top of the spawn which would be hard to read. Room visuals can be placed wherever you like in a room, but they are only visual, have no interactions and only you can see them.

      posted in Help
      QGazQ
    • RE: All screeps die at once.

      That sounds like a refresh issue. I might be being too obvious but have you turned it off and on again (either refresh the browser or exit and restart the client). I often get glitches if I leave it open when I'm not around.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Manual safe mode does not activate...

      /me too

      I've seen this several times on S+ and SWC. I thought I'd seen it on MMO but I may be wrong on that. Its worth noting (as you did in slack) that you can activate safe mode successfully from the console/code, it's only from the UI it is ignored.

      posted in Technical Issues and Bugs
      QGazQ
    • RE: Sound

      In any "running" room wouldn't there be so many sounds playing over each other that it wouldn't give any info? I know I have 2 harvesting, 1-3 upgrading and a few builders per tick. That said towers pew pewing could may be useful, though I'd have to be watching the room.

      posted in Feature Requests
      QGazQ
    • RE: PTR Changelog 2018-11-05: preboosting

      Well just based on this post and from slack, there must be 10 maybe have said they are to some degree. And there will be those that don't use the forums/slack. I'm not saying it is a huge number, but "if it ait broke don't fix it", or in this case, "if it ait broke don't break it".

      posted in News & Announcements
      QGazQ
    • RE: PTR Changelog 2018-11-05: preboosting

      This is a nice visual representation of inconsistency. Not allowed, not allowed, not allowed, allowed, not allowed, not allowed... wait, what? It's definitely looks like someone overlooked a missing check somewhere. But now we decide that no, it's intended to miss that check, and it's a feature, not just a mistake. Simply due to the fact that someone managed to take advantage of that missing check.

      But the first "allowed" is still going to be allowed (on the spawn), so its still going to be inconsistent. As I said I don't use the mechanic and I'm not likely to, but I don't agree with breaking a mechanic used by quite a few people to tidy up an API in a way that still won't be "clean", I've not seen a single person confused by and has what I see as bigger inconsistencies . It just seems like an unwanted change, but at the end of the day it's not my decision and won't affect me so I shouldn't care, I just do for some reason.

      posted in News & Announcements
      QGazQ
    • RE: Refining the game start: A "claim room" button instead of a forced "place spawn"

      I must admit this does sound like a nice idea. I don't have auto room code yet, but do have auto room building from a plan I made. Being able to use the same code for both make sense. I don't respawn much on MMO (done it once), but on S+ I keep getting wiped out, if I go in the same room I have to be very careful to pick the same place the plan has for the spawn.

      So claim the room, code starts running (if there is any), then ifs first to place the spawn wins either manual or code. The only diff from a noobs pov would be having to "claim the room" rather than just navigate to one. But I don't think a "claim" then "place" would be too much extra work.

      posted in Feature Requests
      QGazQ
    • RE: PTR Changelog 2018-11-05: preboosting

      I think I said this before, possibly in slack, I don't use pre-boosting and can't see I ever really would (never say never). But when I heard about it I went, that's cool.

      In my mind it doesn't confuse the API (more than it already is), its an action which is part of the creation process. I can already cancel it, set the direction it will come out, and change its memory in preparation for its birth, I don't see why I couldn't also boost it. I.e. there are already some inconsistencies.

      As others have mentioned I don't think anyone has suggested any other actions, attack, heal, transfer etc that should be done to it, and I don't think its that hard to enumerate them, I've looked over the API and can see (along with my feelings):

      • Creep object actions on itself: all: not allowed
      • Creep effecting other creeps: attack, heal, transfer: not allowed
      • Spawn: recycle and renew: not allowed
      • Tower: attack, heal: not allowed
      • Spawn.Spawning: all: allowed
      • Lab: boost, unboost: only boost allowed (can see an argument for allowing unboost to be consistent, i.e. Lab and StructureSpawn.Spawning are the only things allowed to affect it before it pops out; and it might be useful to do before doing a cancel)

      Can anyone else think/see of any other functions that can take a creep as a parameter which would need to be decided upon?

      All that said, to reiterate my first point, I don't use the mechanic so if its removed I'm not going to worry, just seems unnecessary to remove what seems to be a cool mechanic with the only reason being to be clean when there are other inconsistencies which continually trip me up (why is a controller a structure but a source and mineral aren't, why does a container, storage and tombstone have a store, but a creep has carry and then resources, labs, nuker, source and mineral all have their own versions)

      posted in News & Announcements
      QGazQ
    • RE: Changelog 2018-09-22

      In the time its taken me to type the above, both seem to have been fixed ... 🙂

      posted in News & Announcements
      QGazQ
    • RE: Changelog 2018-09-22

      We've noticed a couple of oddities with tunnels. The last ptr update said the multiplier was changing from x100 to x150. And the blog post and docs also use x150. However, the actual deployment seems to use x100:

      0_1537608700524_Screenshot 2018-09-22 at 10.10.18.png

      An even stranger one that thecreepz noticed and I recreated, if you build a tunnel on a wall which is on a swamp (which there doesn't seem to be any way to see, but if you try walls at random that are near a swamp you'll find one) then you get both x5 and x100: 0_1537608768363_Screenshot 2018-09-22 at 10.18.13.png

      Note I haven't yet actually had either built, these are just the constructions sites.

      posted in News & Announcements
      QGazQ