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    Smokeman

    @Smokeman

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    Posts made by Smokeman

    • RE: withdraw from tombstones is broken

      Oh yeah. roleRecycler.loot failure on creep recycler8_1-8436 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard1]roleRecycler.loot failure on creep recycler7_1-9144 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard1]roleRecycler.loot failure on creep recycler12_1-9149 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard1]roleRecycler.loot failure on creep recycler15_1-9650 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard1]roleRecycler.loot failure on creep recycler6_1-9697 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard2]roleRecycler.loot failure on creep recycler7_1-1500 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard2]roleRecycler.loot failure on creep recycler4_1-1989 :TypeError: Cannot read property 'structureType' of undefined [3:50:06 PM][shard2]roleRecycler.loot failure on creep recycler3_1-2122 :TypeError: Cannot read property 'structureType' of undefined

      Those poor guys just try and try to loot those tombstones. Noop. It's like trying to go in the out door, it's not happening for them.

      posted in Technical Issues and Bugs
      Smokeman
    • RE: Invader healer doesn't suicide when there is no attacker

      Were you still shooting it? As long as it can heal itself, it's healing someone. It has to have nothing to heal to flip the off switch.

      posted in Technical Issues and Bugs
      Smokeman
    • RE: New structure: "Conveyor Belt."

      This could also be done as a powerCreep power: OPERATE_STORE (Not to be confused with OPERATE_STORAGE.)

      The effect grants the store the power to use the store.withdraw() and store.deposit() methods on adjacent stores. Duration: 1000 ticks, Cooldown: 300 ticks. Max transfer: 200,400,800,1600,3200 Cost: 20 ops.

      The visual effect would have ramps that sprout out of the building.

      This limits the scope to 3 per room, and if used in conjunction with OPERATE_STORAGE would completely max a level 5 ops generation capability (100 + 20 + 20 + 20) in the creation of a really impressive Vault / mass processing room, or as a level 3 secondary power that can handle a link in one shot.

      posted in Feature Requests
      Smokeman
    • New structure: "Conveyor Belt."

      Idea for a new structure that can be used to facilitate store to store material transfers without the need for a non moving, interstitial creep to do the actual transporting.

      The structure would be non-obstructing and stackable, allowing the structure it sits on to transfer it's store in small amounts (Certainly no more than a non-boosted creep.) in one tick to a neighboring structure with a store.

      The Conveyor Belt would look like a square track that goes around the building. One structure, the one at 0 distance from the belt, would be the implied first store, and any store at distance 1 would be the parameter. As such: belt.transfer(p_spawn,'power',1000); would transfer 1000 power to a neighboring powerSpawn, and: belt.withdraw(room.terminal,resource,qty); would withdraw 1000 of a resource form the neighboring terminal. The belt itself would have to be on a tile with an appropriate structure, like a storage.

      Basically, it's a glorified non-moving transfer creep that only needs 1 tick to move material instead of 2. The advantages are: It's permanent. It declutters the base core allowing other creeps to approach the central store structure more easily. It saves CPU and ticks by halving the overhead of the transfers..

      posted in Feature Requests
      Smokeman
    • RE: Draft: Seasonal server

      The survey was extremely short and easy, and very non invasive. I recommend everyone with even the tiniest interest to take it.

      I am curious about the one shard being 20 CPU limited. I don't see the reason, as I don't see the need to offer a no sub option. But that's just me.

      I don't have a "lifetime sub." Not because I don't think it's a "good deal"... I certainly would have already "saved money" with it, but because I'm a purist that's heavily invested in online games. I just don't think it's a good idea. Players of online games need the monthly "Skin in the game" of a payment.

      As such, my strategy will probably be to cancel my persistent world sub after a trial run at the Seasonal world (Assuming I like it, of course.) I DO wonder what the response of people that DO have lifetime subs will be.

      The other thing I'm curious about is: "This can be a content event like "go there, do that, fight with this thing... " Where is "There?" Unlike conventional MMOs, Screeps lacks mobility. Will there be special portals to the "Seasonal Challenge Area" that we could send teams of some kind through?

      posted in News & Announcements
      Smokeman
    • RE: Is it even possible to harvest this source?

      It's actually pretty easy. Each source has a unique ID, they get assigned when originally created (When Shard 3 was created, in this case.) and are assigned left to right, top to bottom. So the top source has a lower ID number than the one below it, as it was assigned first. These IDs are permanent.

      If you use "let sources = room.find(FIND_SOURCES);" to find the sources, you'll get sources[0] pointing to the top one, and sources[1] pointing to the bottom one. the sources array returned by find will have a length of 2. The ID itself for the top one will be "sources[0].id"

      But if you wander over to the sources and then search for the closest one, you'll just get whichever one is 'closer.' One of them has to be closer, even if they're both 1 away.

      So... the problem is how you're searching for the sources.

      posted in General Discussion
      Smokeman
    • RE: inactive structure store.getUsedCapacity returns null

      I thought the same thing at first, but it makes total sense. There is a "Data Legacy" here that needs to be maintained. In the case of the labs, sure... it's TOTAL capacity is 5K, but it's always partitioned off into a 2K segment for energy, and a 3K segment for whatever mineral is stored there.

      So if you just say "lab.getUsedCapacity();" which do you mean? Energy or Mineral? Getting both munged into one number is useless, as you can't use that to determine how much MORE of either energy or mineral will fit into there.

      You can still "general purpose algo" it with a for loop that iterates the store's keys, of course, if your goal (As yours is here.) is to simply drain everything from it. And... not only does that work for all stores, (Except for the super weird bird, Nukers.) but you couldn't do that before with many of them..

      posted in Technical Issues and Bugs
      Smokeman
    • RE: inactive structure store.getUsedCapacity returns null

      It's a lab. It uses a constrained store that returns NULL if you don't ask what to look for in getUsedCapacity(); You can only make that call with no parameter with a general store, like in a storage or terminal.

      You have to figure out what's in it first. It will be energy and one mineral or compound.

      Edited to add: Ok, the solution is pretty obvious, actually, the property "mineralType" is not depreciated, so it will still be intended to work.. Simply calling "lab.store.GetUsedCapacity(RESOURCE_ENERGY); or lab.store.getUsedCapacity(lab.mineralType); to get the corresponding used capacity.

      posted in Technical Issues and Bugs
      Smokeman
    • RE: Is it even possible to harvest this source?

      Sure, just park one of the miners below and to the right of the top source, there is one point of access to it. Of course, in that room you can access both sources from that point, so you have to be sure to get the id of the one you want to mine when you mine it (Store it in the creep's memory.) Then use "Game.getObjectFromId(creep.memory.yourSavedSourceId); to get the source object.

      You can even use just one creep and switch back and forth between the sources.

      posted in General Discussion
      Smokeman
    • All of the Strongholds respawned already.

      I thought I was supposed to get the remainder of the Stronghold's 150K tick life cycle to enjoy the Invader free sector after I killed the stronghold?

      Apparently not. All 4 of the ones I killed over the last 2 days are respawning right now. Even the one I killed late last night... It has popped up in a new location and is a few thousand ticks from forming.

      posted in Technical Issues and Bugs
      Smokeman