Mirroar
Mirroar
As long as screeps is using lodash 3, we can't upgrade either. We can only remove all uses of lodash, or import it ourselves (which will increase code size)
We might even span some dismantlers to automatically remove such obstacles for easier navigation.
The new NavMesh is able to navigate around obstacles, including source keepers. It is used by scouts and for squad movement. Ideally we will convert all inter-room movement to this,...
So what you're saying is, room.energyAvailabe says there is a certain amount of energy available, but tryiing to use that much energy to spawn fails? That's not great... And it...
Thanks for reporting this issue, I haven't really noticed it myself, so it's very helpful. I had noticed a different issue - initial builder creeps were generated without move parts,...
This is implemented and currently available by setting `newRemoteMiningRoomFilter` to return true for remote mining rooms where you want it enabled. It will replace the old hauler logic once relaying...
The operator will of course need to return to a room with a power spawn periodically.
Some parts have now been converted, like obstacle lists in room intel. This saves quire a bit of memory already. Another great target is probably the room planner's planned locations.
Currently, room memory makes up more than half of total memory consumption on the live server for me. Here's a dump using the code from snippets.js on Memory.rooms (I've moved...
The same scan on Memory.creeps shows that obviously the pathfinder takes up most memory: ```json { "cachedPath": 84423, "_move": 44599, "body": 15094, "go": 10751, "singleRoom": 1776, "role": 6045, "_tO": 3591,...