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If you use remembered states for your creeps, you will avoid running in a ton of silly bugs. Are there particular design patterns or concepts that you’ve found work well for you?.And then try to optimize that process in term of energy lost for creeps and stuff. Try to put all excess energy into the controller.
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In the beginning you can focus on energy handling. The amount of things to consider is substantial and I’m not even totally clear about what’s most important at each RCL ?.You can just save the credits you earn and be happy later on. But mining minerals and selling them is quite easy to get working. It took me a long time until I mined minerals. Or looking back what do you wish you had planned ahead for?.And just place extensions every second tile in a chess pattern around it. For example: set a flag you use for the center of a standard blueprint of main buildings. You can do basic build automation in a light version. Great point about observing peoples bases in the wild.
Screeps tutorial stuck code#
But I have found reading/understanding other peoples code to be a great way to level up quickly with something new (in all work, not just screeps). I also much prefer working from more higher level concepts. And also it's just more fun to mess around, experiment and come to a solution I can take ownership of. Partly because in the case of screeps it kinda kills my ambition to see the level that those bots are at. Reading codebases is not really my first preference either. And I could definitely see myself pushing remotes way way down the list, so thanks for the insight there. Nice and simple! Perhaps it's best just to take this attitude and work through each obstacle as it presents itself rather than over thinking it without much experience. Hi thanks for your response, it's really helpful. Some interesting observations can be made that way. Also observing other's code out in the wild. Instead, I normally talk to the people on the slack (highly recommend joining if you haven't yet) to get higher end concepts and ideas on how they do things, then adapting and implementing them myself as appropriate. Personally, I try not to study the code of others too much. Dropped in immediately with just tutorial code.Įarly returns. I develop my code on Live, makes it more fun. At RCL8 - getting more rooms to RCL8.īare minimum. Remotes, should've not waited till GCL7 with them Was a big game changer.īelow RCL 8 - getting to RCL8. Static mining, road, rampart, and wall repairs, multiple rooms
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In short: Please tell me what you said in Workflow tips and prioritization for new players?: Is it better to just have poor code up on the main server asap to chip away at GCL or are there a few bare minimum things you recommend before heading into the wilderness?Īre there particular design patterns or concepts that you’ve found work well for you?Īt some point I’ll have to spend some time studying the source of popular bots and see how certain problems have been solved there, but interested to hear your thoughts. The amount of things to consider is substantial and I’m not even totally clear about what’s most important at each RCL ? Or looking back what do you wish you had planned ahead for? But I’d rather have some horrendous base building logic than have to check in and make decisions about the best place to put my roads and extensions, for example. After a couple of false starts with Screeps in the past, I’d like to get stuck in and write an automated bot (even if it’s not a very good one).Ĭlearly it would not be fully automated for a long time.