I'm also seeing this issue when using a local server. I closed it the server rather abruptly last time so maybe if we close it down gently it won't do this?
Posts made by Trepidimous
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RE: room.energyAvailable returns null on private server
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Memory is unexpectedly null after weeks of stability
On one of my shards, the global constant "Memory" happened to be null. It was only on one shard and of course it crashed everything. The high level "Memory" constant isn't even allowed to be overwritten so I don't think my codebase has done this. I've never seen this happen before.
Apparently it has happened to other players like "asquared31415" and one of the cures is to create a new branch, and overwrite your memory in it to an empty object using some command that I've never seen before:
RawMemory._parsed = { };
After I fixed it that way, I learned that one can supposedly fix it by adding an early return in your main loop on a new code branch.
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RE: Game.cpu.generatePixel change
@artch could we please update the documentation to reflect this change? I'm not sure how somebody would know about this other than finding this article or perhaps reading screeps source code.
https://docs.screeps.com/api/#Game.cpu.generatePixel
[edit] Sorry, I didn't read the full thread but it sounds like intents are no longer cancelled. Docs are up to date then. Thx.
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Missing top 30 icon from season III on profile page
I got the room decorator but the icon that shows up under my profile is still missing.
Perhaps not the most important bug but maybe an easy fix?
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RE: Season #4 is open!
Will caravans just accept "Basic regional commodities" or will they also accept "Higher commodities" for more points? see: https://docs.screeps.com/resources.html
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Seaons API docs need a little update
It looks like there's no generate pixel command on seasons,
[10:04:32 PM][shardSeason]TypeError: Game.cpu.generatePixel is not a function
which is fine but the seasons api docs still shows it.
https://docs-season.screeps.com/api/#Game.cpu.generatePixel
I'm fearful about other features that are assumed to be included because nobody said that they weren't like power, invader cores, factory elements, etc.
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RE: Factories, new resources, NPC Strongholds
Took down a lvl 4 stronghold for the first time: https://screeps.com/a/#!/history/shard1/W6S25?t=27636900
pretty shakey.
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Small Suggestion that is an easy fix
Imagine somebody joining screeps, getting a message from another player and seeing the message icon in the upper left of their UI.
I suspect that simply because it is red predisposes the recipient with a danger/error/wrong/bad mindset before they even know who it is from or what it says.
I know full well that most people use slack chat as their main means of communication but I can't help but wonder if a simple color change would have a more positive psychological effect to say green or a neutral color blue.
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RE: Statistics look to have the incorrect numbers
They seem to have been corrected now. Not sure what happened
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Statistics look to have the incorrect numbers
For 1 hour, 24 hours and 1 week I am seeing negative numbers for energy. Are other people seeing this and is there a fix in the works?
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RE: Encouraging more combat at high GCL
@tigga What if rampart decay rates (and therefore repair rates) were based on a formula that depended on the number of hits that they've been built up to? This way we have a smooth curve where players can select their safety-to-cost ratio rather than an on/off at 10 million.
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RE: Encouraging more combat at high GCL
@qzarstb @Tigga I thought that pound for pound, splash attacks would beat out repairers? I suppose that's only for the splash attackers are not chased off of the wall and if the wall has depth to it..
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RE: Encouraging more combat at high GCL
I also don't like the proposed tower RNG at all, please don't implement that.
That is an interesting "military maxim" that I hadn't heard before, it sounds about right. Safe modes are pretty powerful, we may need tuning changes there that continue to help out newer players but are less effective for players with large empires which can be hard to do.
I was always surprised that when a nuke lands, it brings down both the safe mode and after a short period of time, resets the safe mode cool down. Perhaps this could be tuned so that a nuke prevents a room from safemoding for longer.
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RE: room.structureCacheKey
@deft-code said in room.structureCacheKey:
Ruins closes that loop hole.
Nukes don't leave behind ruins
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RE: Factories, new resources, NPC Strongholds
@artch Will this 10% variation on stronghold decays be added to the constants in the documentation?
Also the current value for stronghold_decay_ticks still says 150000 vs 75000 in the constants of the docs
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Power enabled in unowned rooms?
Is it by design that un-owned power enabled rooms are possible? I was under the impression that once it was no longer owned that power would turn off. If this is by design is it possible to use power creep powers here?
And example of this is Shard1 W32S19
I mention this because I was working on some enhancements to the creep room claim assistant and in it, I was prototyping a red outline for power enabled rooms. [See image]
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RE: Factories, new resources, NPC Strongholds
@artch As we think about newer players. It was a little counter intuitive to discover that reservation cores cannot be dismantled and can only be attacked. I understand why because you could just simply have all of your drillers engage reservation cores but a design theme for screeps has been to dismantle structures and to attack living things. It may be too late to change it now but if the reservation cores were a living (and stationary) invader vs a stationary structure then newer players more easily see that dismantling it won't work.
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RE: Factories, new resources, NPC Strongholds
@davaned This would be helpful. Curently all invader rooms show up as rc8 in the ui even though they have not yet grown into full rc8 strongholds. Players would need this info in order to add cool effects to the room claim assistant tamper monkey script.
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RE: Encouraging more combat at high GCL
@eduter I don't know from first hand experience but I had always thougth that the shard centers and axis to be more active with combat due to the double highways. Isn't this still the case?