This is an older project that would send SMS and Slack notifications from inside the game. It relies on an external service though.
Posts made by tedivm
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RE: Telegram bot for Game.notify
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RE: @artch Precisely this attitude
@zortea considering how far you have to go to get banned from this forum- basically alienating and annoying the entire community- I would say that the standard isn't really that high. You basically have to try to get banned from here.
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RE: Ideas for next seasons
Pyramid Challenge / King of the Hill.
Stack a few shards on top of each other, with each higher shard having less resources and space. Each shard has prizes associated, which each higher shard having more rewards, but the rewards end up getting split amongst all players with claimed rooms on that shard.
This can then incentivize later stage players to abandon lower shards for the higher rewards, which could help keep a balance in place (new players spawning on shard0 won't get wiped immediately as the more skilled players are already on shard 3). The shrinking shards helps incentivize battles at the higher levels, and since they're smaller they should hopefully require less resources. Top shard can be a single 10 by 10 block.
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RE: Decorations update
I know I'm a bit late to the discussion, but I think this feature set is great and the implementation was really well done.
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RE: PTR Changelog 2018-08-28
The 100% return allowed to abuse this mechanic to transport energy via HEAL creeps, recycling them at the destination. And it seemed too much in general since they are "used" after all.
Dammit, you finally caught me
It's definitely expensive to do, but it's great for boosting up rooms that don't have terminals yet.
I don't really consider this "abuse", but I also have no problem with it being less efficient- this change makes sense to me, even if I am going to lose some of the benefits.
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RE: Shard 3
@wtfrank is the issue just that there's no CPU available? I do wish we had a base level of 10cpu on all shards no matter what.
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RE: Shard 3
I also would like to see all of the shards connected to each other.
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RE: Mongodb mod for private server - No javascript working.
Rerun the command to reset all data.
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RE: Force a global reset
@black0441 does
Memory
get saved for you or are you losing it on the ticks where you trigger this? Are you getting an error when you call this? -
RE: Almost unusable rooms
The variance is fun, I think rooms like that have their place in the game.
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Unable to login to PTR
I am getting an
Account credentials are invalid
error on PTR. This is happening my primary account (tedivm
) as well as theLeagueOfAutomatedNations
account. -
RE: Attack notification if I dismantle my structures
Because it triggers the PVP action.
One way around this is to use the
notifyWhenAttacked(false)
function on any structures you are dismantling. -
RE: Tips for dealing with the market?
Unfortunately there is no API to get the market stats data. I handle this by storing a rolling average for each resource, with new "snapshots" of prices added to the rolling average every X ticks.
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RE: Power Creeps update
@gankdalf there are only a few rooms where a player can cluster all of the towers immediately at the only entrances to the room, so in most cases the damage for that first tick will be lower than those worst case scenarios.
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RE: Force a global reset
I would like this functionality as well, as I can think of a number of cases where it would be useful.
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RE: Tower Variants
Tangentially related, I always thought it would be cool to have a structure (like a tower) that was basically an immovable creep- instead of assigning a specific set of specs you'd give it "components", like creep parts, which would define its functionality. With a limited number of component-slots and overall structures this would force people to have to balance economy and defense.
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RE: allow third party software to not spam the in-game console
I think part of the problem is that this project is still undergoing a cultural shift from being a purely internal project to an open source one.
With an internal project decisions are made by a conversation with a few people directly, and it's fair to assume most people will have a good idea of how the codebase works.
With an open source project more discussions need to happen in the open, and lots of times users are not going to be familiar with the codebase. That lack of familiarity requires a community to support things- for example, I never would have been able to submit the PRs I wrote without assistance from @ags131 and reviews from other community members.
I do think the admins are making an effort. Reaching out to the community for development on the Tombstone and Source Keeper functionality features was a huge step in my opinion.
That being said, it would be great if pull requests didn't take as long to process, and if in cases like this PRs weren't closed immediately without a bit of discussion. As long as the admins are still open for discussion I don't think people should be too fixated on what the current status of the PR itself is, and this forum might just be a better place for it.
As for the relatively long process between making a PR and getting it merged I think there's a huge technical burden in the way that we haven't talked much about- the lack of a test suite. I know for my own open source projects I don't even look at PRs which fail the tests, and the projects which don't have tests are orders of magnitude more difficult to manage. This might be an area where the community can step in and help, if the admins can put some infrastructure in place (even a Circle-CI test setup that only looks for syntax errors and code formatting would be great to start with).
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RE: allow third party software to not spam the in-game console
As it stands now I know people who explicitly use the external clients because they allow for filtering out the garbage that comes from the console api requests. Being able to mark the requests as not requiring an output to be displayed would be amazing.
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RE: Tip of the day: Use loop architecture to save CPU on the logic you do not have to run each tick.
They are actually referring to this. It used to be that all of your code was run every tick, but then they introduced the "loop architecture" that allowed you to define code that is only run every global reset, with a separate function that is run every tick. If you started from a tutorial you're probably already using this without realizing it, but it was a new feature at one point.
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RE: Modify resources in simulation
@crusher48 if you create a storage unit using the simulation controls (rather than building it) then it will have minerals in it already. You can destroy and replace the storage if you need more.