![]() For sources in the same room, this is just a little slow but for remote sources, it’s downright inefficient. This has the disadvantage that a request to fill extensions must wait until the Carrier travels to the source, fills up, and returns. Its job is to fill up at a LogisticsSource (which could be a Link, a Source container, or even a spawn) and then supply as many LogisticsRequests as it can. ![]() ![]() Screeps body parts code#LogisticsĬurrently, our logistics code has a single kind of minion, the Carrier. We’ll create a stockpile in Storage, so assume we have all the energy gathered centrally that we will need. Let’s set aside the question of supplying energy to the Office for the moment. To maintain uptime for all spawns, we need to supply them even faster. Each body part takes 3 ticks to spawn, so on average, we need to fill extensions at a rate of 33.3 energy/tick to achieve 100% spawn uptime.Īt level 7, we get two spawns, and at level 8 we have three. The average cost of a body part is 160 energy, or 100 if we ignore the expensive claim parts. Spawning a new creep takes three ticks per body part to ensure 100% uptime, the spawn and extensions would need to be filled before spawning is complete. Let’s run through the calculations from the end of the previous post. Here’s the GitHub repo if you’d like to follow along.Ĭurrently, my minions are only keeping HR at about 1/3rd of its capacity. The article below describes the AI in its current state: I’m still expanding and refining my codebase. ![]()
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