Can multiple harvesters hit the extractor when its cooldown is at 0?
Can you share your vision with the cooldown? Is the expectation that every room has a dedicated harvester next to an extractor that sits on it's laurels for 85% of its life?
I have updated my solver for optimizing a single unboosted mineral harvesting creep using the proposed cooldown changes.
- RCL8 for 50k resource @ 12 steps away with roads before change ~.8 min/tick ~4.6 mineral/energy 61456 ticks
- RCL8 for 50k resource @ 12 steps away with roads after change ~.7 min/tick ~1.25 mineral/energy 71500 ticks
So for inside a base, it'll cost about 4x as much in energy to harvest and maybe half a day longer. not bad!
And when you look at it for extractors in a center room:
- RCL8 for 50k resource @ 100 steps away with 10% roads before change ~.65 min/tick ~1.3 mineral/energy 76450 ticks
- RCL8 for 50k resource @ 100 steps away with 10% roads after change ~.52 min/tick ~.6 mineral/energy 96250 ticks
So going for a center room is still viable, but costs over twice as much and will take over a day longer
Where the cooldown will effect me the most is SK rooms. I currently get about 300 ticks of harvesting per creep between fights, but that'll turn to 50. I don't have equations for this yet, but i doubt my current 'single creep kills Keeper and harvests' will continue to be viable.
On another note, the ERR_TIRED verbage is an odd description for a structure.