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    Posts made by redeven

    • RE: Unclaimed controller downgrade timer

      I saw it in a room in my area too, so I don't think it's just visual.

      posted in Technical Issues and Bugs
      redeven
    • 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.

      posted in Technical Issues and Bugs
      redeven
    • 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).

      posted in Feature Requests
      redeven
    • 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.

      posted in Feature Requests
      redeven
    • 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();

       

      posted in Technical Issues and Bugs
      redeven
    • RE: API/methods to get room stats

      Except you can't actually get your room/profile statistics.

      posted in Feature Requests
      redeven
    • 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*

      posted in General Discussion
      redeven
    • 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)

      posted in Feature Requests
      redeven
    • 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.

      posted in General Discussion
      redeven
    • 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;

       

      posted in General Discussion
      redeven
    • RE: Announce Server Maintenance

      Well yes, there should be a warning beforehand.

      But still, I highly suggest you to edit code off the game (Visual Studio, NetBeans, even Notepad++ works).

      posted in Feature Requests
      redeven
    • RE: creep.transfer not working properly

      Could you paste your code for the harvester?

      posted in Help
      redeven
    • RE: Unwritten rules of conduct?

      I agree with tedivm, there's no such thing as unwritten rules. The only rules that matter are those the Dev Team explicitly writes.

      Also, if you can't reach RCL 3 before your protection expires, then you just have bad code. Rewrite it, improve it, and then you'll easily do so. I'm a crappy coder, with little experience in JavaScript, and I still managed to get RCL 3, walls/ramparts and tower with ~3k ticks left on my protection.

      posted in General Discussion
      redeven