I saw it in a room in my area too, so I don't think it's just visual.
redeven
@redeven
Posts made by redeven
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RE: Unclaimed controller downgrade timer
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Unclaimed controller downgrade timer
An image from W41N13. Room controllers keep ticking down after the user respawns somewhere else.
Don't know if working as intended or an actual bug.
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RE: Hiding specific Flags
I don't know how other people handle their code, but for me flags are useless and undesirable except for rallying soldier creeps.
Anything else, ranging from claiming/reserving, to harvesting resources, can be easily accomplished with a
let remoteLocation = new RoomPosition(25, 25, "TargetMapID");
if (creep.room.name != remoteLocation.roomName)
{
creep.moveTo(remoteLocation);
}
else
{
// Do stuff like reserving, harvesting, etc.
}And the desired map ID can be set in an array in the main loop which you then add as a parameter to your creep's role.run() function.
This way, there's no ugly flags on sight and it's easier to clean if you respawn (rather than having to delete flags one by one or adding a for loop to remove them).
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RE: Feature request: not allowing to spawn right next to players
Except... you don't lose everything... The whole point of it is that you keep your code, which gets bigger and better every time, and your GCL, which allows for more CPU and more rooms to claim. That's nowhere near "useless".
If your code is decent enough, you hit RCL 3 and a tower before your respawn protection expires, then RCL 5 in a couple of days more. If you're smart enough, you can quickly conquer a whole novice area before anyone can settle fast enough.
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RE: cant remove a flag
Flags are only visible to you, so we can't check them.
Try writing this in console:
Game.flags['scout-W48S43'].remove();
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RE: API/methods to get room stats
Except you can't actually get your room/profile statistics.
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RE: This should go in the next Screeps World Review
Omg thats like. Amazing. How didn't I think of this before???
*brb, writing in roads*
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API/methods to get room stats
Hey! Something that would be amazing to have would be a way to request room stats (i.e energy harvested, control points, etc) from within the code to make some things more automatic (i.e if if the net energy harvested is higher than a certain threshold, add more controller upgraders, or upgrade walls)
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RE: Tutorial: Updating controller (Inefficient code in module?)
Actually, the whole point of the second upgradeController is because you can combine actions for a creep to execute in the same tick.
I.e a creep can move and upgrade in the same tick, so the purpose of the second call is so that as soon as it enters range it upgrades. Otherwise, you're losing one tick of upgrading. Same applies for things like withdrawing, transfering, building, repairing, harvesting, etc.
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RE: Tutorial: Updating controller (Inefficient code in module?)
Try this. I had to adapt it to harvest, as I don't let my upgraders harvest anything.
If the creep is at full energy, or is in range of the controller AND has some energy left, it'll upgrade. Otherwise, it'll go get energy. Comes full, leaves empty. Plus it searches for the nearest source node it can reach that has energy left or is about to respawn, so you never stop upgrading even if you deplete a node.
var roleUpgrader = {
run: function(creep) {
if(creep.carry.energy == creep.carryCapacity || (creep.upgradeController(creep.room.controller) != ERR_NOT_IN_RANGE && creep.carry.energy > 0))
if (creep.upgradeController(creep.room.controller) == ERR_NOT_IN_RANGE
{
creep.moveTo(creep.room.controller);
creep.upgradeController(creep.room.controller);
}
}
else
{
let source = creep.pos.findClosestByPath(FIND_SOURCES, {
filter: (node) =>
{
return (node.energy > 0 || node.ticksToRegeneration < 20)
}
});
if (source)
{
if (creep.harvest(source) == ERR_NOT_IN_RANGE)
{
creep.moveTo(source);
creep.harvest(source);
}
}
}
}
};
module.exports = roleUpgrader;