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    Topics created by SystemParadox

    • Pixels/decorations suffixes (:A :B :X etc)
      General Discussion • • SystemParadox

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    • Change email subject to split notifications by shard (especially for seasonal)
      Feature Requests • • SystemParadox

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      @o4kapuk @artch We're now on season 3 and this still hasn't been addressed. I know you're busy but this should be a simple change and I really think it needs to be fixed as a priority.
    • Unsolved [Private server] Continuous errors for Invader and Source Keeper
      Technical Issues and Bugs • • SystemParadox

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      I've seen this many times over the years but I have never managed to find out what causes it. A reinstall usually seems to fix it, but I wish I knew what the problem was. Once I got it working on my current server it hasn't done it again since so maybe it is a bad install issue.
    • Unsolved Steam client: "An error occured while connecting to the server. Please try again later."
      Technical Issues and Bugs • • SystemParadox

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    • Source code repository for web frontend
      Feature Requests • • SystemParadox

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    • Unsolved UI shows stored resources in random order
      Technical Issues and Bugs • • SystemParadox

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    • Unsolved Power creeps upgrade interface hover card unreadable (z-index issue?)
      Technical Issues and Bugs • • SystemParadox

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    • Unsolved When zoomed out the map view keeps reloading all the data and is really slow
      Technical Issues and Bugs • • SystemParadox

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    • creep.push()
      Feature Requests • • SystemParadox

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      I think you can pull a creep from behind! (AKA push). The _add-fatigue routine loops to the head of the pulled creeps and adds the fatigue there, as expected. Slightly unexpected the MOVE part decrease of fatigue via the same _add-fatigue routine with a negative value. That means a creep can "pull" a train from any position. A couple caveats: The head of the train must have a MOVE part. It's more intent efficient to have the all the MOVE parts at the head of the train if the train has too much fatigue to move every tick. You need to issue all the pull/move intents every tick to keep the rest of the train helping with the heads fatigue. Edge traversal.
    • Unsolved Forum allows posts without titles
      Technical Issues and Bugs • • SystemParadox

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      Friendly ping on this? Should be a simple fix in the config
    • Unsolved Serious memory issues on shard2
      Technical Issues and Bugs • • SystemParadox

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      We're aware and working on the fix, sorry for the inconvenience.
    • Unsolved PathFinder - using heuristicWeight to implement fractional costs
      Help • • SystemParadox

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      This has been bugging me all this time so thank you! I wonder why they're doing that.
    • Unsolved Incorrect rendering order - roads are drawn on top of everything (creeps, containers, etc)
      Technical Issues and Bugs • • SystemParadox

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      Just seen the issue here https://screeps.com/season/#!/history/shardSeason/E28S19?t=2407645, the terminal became invisible when the rampart over the tower was destroyed. If you go back a bit in the history you'll see that one of the towers also went invisible. It seems to change when ramparts are removed. Only happened in Chrome on Linux. Firefox on Linux was fine, as was the steam client. Chrome on Windows was fine, even on the same machine. Issue persists after a restart. I will try and find a test case on the main server to see if anyone else sees the issue at the same time.
    • Unsolved Room history does not show creeps entering the room
      Technical Issues and Bugs • • SystemParadox

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      @systemparadox Thank you for the report, we'll take a look
    • Unsolved Typescript - adding to existing classes without duplication
      Help • • SystemParadox

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      It's not possible to override the types with using interface merging. However you can override the types in a class. I've done that (my CreepRole.ticksToLive is number rather than number|undefined. I've only tried it with a Cyclic definitions but in theory it should work with dynamic imports. It's ugly for sure but you only have to do it once. //room.extra.ts export class RoomExtra extends Room { get allCreeps() { return this.find(FIND_CREEPS) as import('creep.extra').CreepExtra } get hostileCreeps(){ return this.find(FIND_HOSTILE_CREEPS) as import('creep.extra').CreepExtra } get myCreeps() { return this.find(FIND_MY_CREEPS, {filter = (c) => !c.spawning}) as import('creep.role').CreepRole } get spawningCreeps() { return this.find(FIND_MY_CREEPS, {filter = (c) => c.spawning}) as import('creep.role').CreepSpawning } } // creep.extra.ts class CreepExtra extends Creep { room: import('room.extra').RoomExtra ttl: number spawning: false } // creep.role.ts class CreepRole extends CreepExtra { } class CreepSpawning extends Creep { ttl: undefined spawning: true } There really should be a typescript-starter++ that sets up best practice for extending the base types. It could also include all the most common extensions like per structure accessors.
    • Unusual body part combinations
      General Discussion • • SystemParadox

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      Those are interesting. I've been wondering about how best to defend remote miners. At the moment they're defenceless - when invaders appear they will try to run away and wait for a defender to come and clear the room, but they don't move very fast so they usually die. Because it's ~100,000 energy between invasions it feels like it's probably more efficient to let them die, but it feels unsatisfying. This is what got me thinking about unusual part combinations.
    • Don't send emails for errors on the interactive console
      Feature Requests • • SystemParadox

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      yep I like the email notification feature but I agree there's not a huge need for console typos to trigger it...
    • Solved Portals moved without warning
      General Discussion • • SystemParadox

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      Thanks. Much appreciated.
    • Unsolved Creep dead after travelling through a portal
      Technical Issues and Bugs • • SystemParadox

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      Thanks. May I suggest adding this to the documentation for StructurePortal? Cross sharding is quite difficult already and I'm sure this isn't something most players will think about until it happens.
    • Documentation for PathFinder.use is confusing
      General Discussion • • SystemParadox

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      I think I've found the cause of the confusion. In Room.findPath (https://github.com/screeps/engine/blob/master/src/game/rooms.js#L281), there is the following: var ret = globals.PathFinder.search(fromPos, {range: Math.max(1,opts.range || 0), pos: toPos}, searchOpts); for(let i=0; i<ret.path.length; i++) { let pos = ret.path[i]; if(pos.roomName != id) { break; } //... } This break statement is why Room.findPath only returns paths up to the room exit (in this case id is equivalent to this.name). The documentation for RoomPosition.findPathTo states: If the target is in another room, then the corresponding exit will be used as a target So this is expected for RoomPosition.findPathTo, but no such statement exists for Room.findPath, so the behaviour I am seeing is totally unexpected. It's even more confusing when you consider that the documentation for Room.findPath refers to options such as maxRooms. So the game does use the new pathfinder by default, but the results from Room.findPath are totally confusing. It uses the new pathfinder to find a path all the way to the target but only returns the part of the path inside the current room and discards the rest.