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    Topics created by sparr

    • Client display of creep/extension/spawn energy
      Feature Requests • • sparr

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    • Exclude/deprioritize aggressive sectors in world_start_room
      Feature Requests • • sparr

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      @dissi-mark One of the big problems with using the creeps lost statistic is that most of the creeps lost are due to invaders in remote rooms. I think a much more useful statistic would number of structures destroyed.or damage done to structures
    • add topic to posts list on this forum
      Feature Requests • • sparr

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    • Invaders can spawn in immobile formation
      Technical Issues and Bugs • • sparr

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      Fixed, thanks.
    • Way to exploit construction sites as defensive warnings
      General Discussion • • sparr

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      With a limit of 100 construction sites this mechanic would be extremely limited, and the more you used it the less you could build. It would also require memory usage and cpu to maintain. There are much, much better ways to see when enemies are coming (using observers and 1m scout creeps)- this isn't really an exploit so much as it is a bad idea.
    • Terminal contents visualization is inaccurate
      Feature Requests • • sparr

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    • Change 3-room limit for novice area when internal walls go down
      Feature Requests • • sparr

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      I personally think it's a good idea. The exact numbers are open for debate, but a limit that expands a little, but still feels restrictive to an experienced player would be more inline with the concept of a newbie area that expands. 2-4 would work for me. since at either 15 tiles, or 81 tiles that is not nearly enough rooms to really control the entire newbie zone, but it would give new and old players alike a fair shot at trying to get as much as they can.     
    • Forcibly de-spawn eliminated players
      Feature Requests • • sparr

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      Another  thing to consider, if I defeat a player with a large mineral reserve, I should be able to cart that off. If he respawns, I lose my "prize". As it is though, changing mechanics could cause issues. One possible solution is that after a respawn, all your structures remain so long as your rooms aren't empty (like how you can't destroy a structure with hostiles in the room). If we let controllers downgrade normally, then we'll see a large number of people abusing that and preventing others from remote mining in that room.
    • Docs link to wrong lodash version
      Technical Issues and Bugs • • sparr

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      This is still an issue. Related: update lodash to 4.x
    • FIND_DROPPED_ENERGY also finds resources
      Technical Issues and Bugs • • sparr

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      I think it should be removed from the documentation. Leave the constant there for backwards compatibility, but don't tell people it's there so they don't accidentally use it.
    • Error: Could not load terrain data
      Technical Issues and Bugs • • sparr

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      This must be fixed now, thank you for reporting.
    • Publish map expansion order
      Feature Requests • • sparr

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      I am completely boxed in by people in my current location. Despite being almost GCL4, I may have to respawn. It would be nice to have a heads up as to the time and location of new spawns.
    • PathFinder tries to go through unavailable rooms
      Technical Issues and Bugs • • sparr

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    • No stack trace for some type errors
      Technical Issues and Bugs • • sparr

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      another example: TypeError: Cannot read property 'toUpperCase' of undefined at module.exports (arbitrage:38:27) Here's a call that produces that error:   Game.map.getRoomLinearDistance(undefined,undefined)   Shouldn't it give me a more verbose trace?
    • Possible deserialization problem in sim
      Technical Issues and Bugs • • sparr

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    • Add Room.findPath option to not generate the default CostMatrix?
      Feature Requests • • sparr

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      Looks like PathFinder.search method is more suitable for your use case then, since it doesn’t generate a CostMatrix by default.
    • memory inspector doesn't update size when reloading
      Technical Issues and Bugs • • sparr

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    • findPath from a border adjacent to a swamp returns an empty path
      Technical Issues and Bugs • • sparr

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      If more thorough examples and test cases would help get this bug fixed, I would be willing to put them together. Sure, this always helps.
    • Documentation request: order of execution of different actions
      Feature Requests • • sparr

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      The docs have a priority list for if you try to use/transfer more energy than you have.They don't have a list for if you try to get/receive more energy than  you can hold.I did some testing in sim. creepA with capacity 100 tried to pickup 100 and withdraw 100 in the same tick, and creepB tried to transfer 100 to creepA. Regardless of the order I put in the commands, the withdraw won and the other two didn't happen. Without withdraw, pickup beat transfer. I did not test reversing the roles (I've heard that sometimes creep age matters).
    • PathFinder ignores 255 cost for one-step paths
      Technical Issues and Bugs • • sparr

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      nihilrex suggests that there is an exception case in findPath for adjacent destinations, and PathFinder doesn't even get called in that case.