I found another good room, with 2 energy sources, 1 with 7 spots available for harvesting, the other with 2, both near each other with only small access into/out of the room. That room is Shard0 E31 N6
Posts made by Tobyers
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RE: Best room yet
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RE: findClosestByPath returns an object, but can't find the path
Yeah, I don't really know what I was thinking it was
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RE: findClosestByPath returns an object, but can't find the path
You have to specify the creep to move to
creep.moveTo(source[0])
instead of justcreep.moveTo(source)
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RE: New "Prioritize" setting for construction sites?
@donatzor I don't have Discord and am not allowed to access it...
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RE: New "Prioritize" setting for construction sites?
I also don't know how to do this... at this point I'm just adding a new role that goes for the next site instead of the first one
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RE: Best room yet
Also, don't blame me, I literally just respawned in this room.
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Best room yet
In my personal opinion, Shard3 E28S57 is the best room that I have been able to find, with 8 spots free to collect energy from, and no swamp at all. Check it out: E28S57 - Screeps
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RE: New "Prioritize" setting for construction sites?
I do realize that I could use code to do this, but I believe there should also be this button.
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RE: Picking up dropped energy
Thanks for the help, I was actually just experimenting random things (I didn't know pickup existed) and I typed in creep.pickup (fancy that) before I had even gotten a response to my question I then figured it out from there!
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New "Prioritize" setting for construction sites?
I'd love for this to be a feature, where you can click on a construction site and there's a button above "Remove construction site" that says "Prioritize construction site", I mean it'll make it easier for people to build specific things like towers when they have 20 extensions being built before the tower.
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RE: Picking up dropped energy
Sorry, by unnecessary, I mean the parts that aren't making it do stuff and are linking the creep to my main module etc.
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Picking up dropped energy
Re: [QUESTION] Math equation for distance & energy on the ground
At the current moment, I have a code that looks something like this to pick up dropped energy on the ground:
if(creep.store.getFreeCapacity() > 0) { var sources = creep.room.find(FIND_TOMBSTONES && FIND_DROPPED_RESOURCES, RESOURCE_ENERGY); if(creep.harvest(sources[0]) == ERR_NOT_IN_RANGE) { creep.moveTo(sources[0], {visualizePathStyle: {stroke: '#ffaa00'}}); } if(creep.withdraw(sources[0], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) { creep.moveTo(sources[0], {visualizePathStyle: {stroke: "#ffaa00"}}); } } else { var targets = creep.room.find(FIND_STRUCTURES, { filter: (structure) => { return (structure.structureType == STRUCTURE_EXTENSION || structure.structureType == STRUCTURE_SPAWN || structure.structureType == STRUCTURE_TOWER) && structure.store.getFreeCapacity(RESOURCE_ENERGY) > 0; } }); if(targets.length > 0) { if(creep.transfer(targets[0], RESOURCE_ENERGY) == ERR_NOT_IN_RANGE) { creep.moveTo(targets[0], {visualizePathStyle: {stroke: '#ffffff'}}); } } }
I deliberately didn't put in the unnecessary code. This is put into a creep, who I have named "Collector", and I have fully linked it as it collects from tombstones but not dropped energy.
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RE: PIXEL_CPU_COST Fix!
Oh sorry, I thought it had been updated so that they only costed 5000 pixels, my bad!
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PIXEL_CPU_COST Fix!
So basically, putting PIXEL_CPU_COST into a console.log outputs '10000' into the console. I thought this had been updated so pixels only cost 5000 cpu? @artch please explain?
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RE: why my shard3 has 20 cpu limit?
Have you made sure you are subscribed to the unlimited cpu limit? If so, maybe try relogging? (log out then in)
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console.clear()?
Is there any new information about the much-wanted/needed 'console.clear()' command that was asked about 5 or 6 years ago? Is there a new way to clear the console, or are we still asking for this to be added?
Basically, am I an idiot or are the developers not adding this as a command that decreases CPU usage through console.log()s?