Useful Constants

This page will list constants either useful because they are missing from the official constants or because they might be interesting to know when solving certain ingame problems.

Missing constants (hardcoded in engine)

Knowing "constant worthy" values that do not have a constant set up in the engine yet is important especially now that private servers get more and more modifiable. This list will be useful to users since they can just use values without having to look them up in the engine code, but it might also help request missing constants from the devs (in case changing these currently hardcoded values might make the game more moddable).

DescriptionValueCode sample
Creep fatigue removal multiplier. It works like this in the engine: newFatigue = Math.max(0, oldFatigue - ( MOVEparts * multiplier))-2const MULT_CREEP_FATIGUE_REDUCTION = -2;
Max bucket value. The CPU bucket fills up to 1000010000const MAX_BUCKET = 10000;
Hits (Health/HitPoints) per-part of a creep100const CREEP_HITS_PER_PART = 100;
Player usernameThe name of the account running the codeconst PLAYER_USERNAME = _.find({...Game.structures, ...Game.creeps, ...Game.constructionSites}).owner.username;
username for the Invader NPCs'Invader'const INVADER_USERNAME = 'Invader';
username for Source Keeper NPCs'Source Keeper'const SOURCE_KEEPER_USERNAME = 'Source Keeper';
username for the Caravan NPCs & unclaimed ruins'Screeps'const CARAVAN_USERNAME = 'Screeps';
Rate at which energy (progress) is dropped from construction sties, when stomped (moved onto) by creeps.0.5const CONSTRUCTION_SITE_STOMP_RATIO = 0.5;
Power of RANGED_MASS_ATTACK, dependent on range.{ 1: 10, 2: 4, 3: 1}const RANGED_MASS_ATTACK_POWER = { 1: 10, 2: 4, 3: 1};
The max amount of CPU that can be used in one game tick, any CPU over the user's assigned amount comes out of the bucket500const MAX_CPU_PER_TICK = 500;
The ranges creeps have to be within to execute certain actions.{ attack: 1, attackController: 1, build: 3, claimController: 1, dismantle: 1, generateSafeMode: 1, harvest: 1, heal: 1, pickup: 1, pull: 1, rangedAttack: 3, rangedHeal: 3, rangedMassAttack: 3, repair: 3, reserveController: 1, transfer: 1, upgradeController: 3, withdraw: 1};const CREEP_ACTION_RANGES = { attack: 1, attackController: 1, build: 3, claimController: 1, dismantle: 1, generateSafeMode: 1, harvest: 1, heal: 1, pickup: 1, pull: 1, rangedAttack: 3, rangedHeal: 3, rangedMassAttack: 3, repair: 3, reserveController: 1, transfer: 1, upgradeController: 3, withdraw: 1};
Maximum size of the default memory (per shard) in characters2097152const MEMORY_SIZE = 2097152;
Maximum size of an intetershard memory (per shard) in characters1024const MEMORY_INERSHARD_SIZE = 1024;
Maximum size of a rawMemory segment (per shard) in characters1024const MEMORY_RAW_SEGMENT_SIZE = 1024;
Maximum size of a rawMemory total (per shard, 10 active segments) in characters10240const MEMORY_RAW_TOTAL_SIZE = 10240;
Hits (Health/HitPoints) per power creep level1000const POWER_CREEP_HITS_PER_LEVEL = 1000;
'value' of plains terrain (Note: absence of value could always be considered a 'plains' since its 0)0const TERRAIN_MASK_PLAIN = 0;
0const TERRAIN_MASK_PLAIN = 0;
3const CREEP_BUILD_RANGE = 3;
3const CREEP_RANGED_ATTACK_RANGE = 3;
3const CREEP_UPGRADE_RANGE = 3;
3const CREEP_REPAIR_RANGE = 3;
3const CREEP_RANGED_HEAL_RANGE = 3;
1const CREEP_HARVEST_RANGE = 1;
1const CREEP_WITHDRAW_RANGE = 1;
Base cost of any successful action that changes game state0.2const CONST_COST = 0.2;
The distance labs need to be within to beable to runReaction() or reverseReaction()2const LAB_REACT_RANGE = 2;
The distance a creep and a lab need to be to boostCreep() or unboostCreep()1const LAB_BOOST_RANGE = 1;
The maximum amount of deals that can be done on the market in one tick.10const MARKET_MAX_DEALS_PER_TICK = 10;
The maximum amount of characters a controller sign can have.100const CONTROLLER_SIGN_MAX_LENGTH = 100;
The maximum amount of characters a creep name can have.100const CREEP_NAME_MAX_LENGTH = 100;
The maximum amount of characters a power-creep name can have.100const POWER_CREEP_NAME_MAX_LENGTH = 100;
The maximum amount of characters a flag name can have.60const FLAG_NAME_MAX_LENGTH = 60;
The maximum amount of characters a spawn name can have.100const SPAWN_NAME_MAX_LENGTH = 100;
The maximum amount of characters a creep can say()10const SAY_MAX_LENGTH = 10;
The fatigue reduction of a move part per tick when hits > 02const MOVE_POWER = 2;
The maximum amount of RoomVisuals per room (in bytes)512000const ROOM_VIS_MAX_SIZE = 512000;
The maximum amount of MapVisuals allowed (in bytes)1024000const MAP_VIS_MAX_SIZE = 1024000;
The maximum & minimum values for a room's possible positions{minX: 0, minY: 0, maxX:49, maxY:49}const ROOM_BOUNDRY_VALUES = {minX: 0, minY: 0, maxX:49, maxY:49}

Other beneficial constants

DescriptionValueCode Sample
Energy-per-tick income for a given source10*const SOURCE_GOAL_OWNED = SOURCE_ENERGY_CAPACITY / ENERGY_REGEN_TIME;
5*const SOURCE_GOAL_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / ENERGY_REGEN_TIME;
13.3334*const SOURCE_GOAL_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / ENERGY_REGEN_TIME;
Optimal number of work parts5*const SOURCE_HARVEST_PARTS = SOURCE_ENERGY_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
2.5*const SOURCE_HARVEST_PARTS_NEUTRAL = SOURCE_ENERGY_NEUTRAL_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
6.6667*const SOURCE_HARVEST_PARTS_KEEPER = SOURCE_ENERGY_KEEPER_CAPACITY / HARVEST_POWER / ENERGY_REGEN_TIME;
Optimal number of carry parts0.2*const SOURCE_CARRY_PARTS_PER_DISTANCE_OWNED = SOURCE_GOAL_OWNED / CARRY_CAPACITY;
0.1*const SOURCE_CARRY_PARTS_PER_DISTANCE_NEUTRAL = SOURCE_GOAL_NEUTRAL / CARRY_CAPACITY;
0.26667*const SOURCE_CARRY_PARTS_PER_DISTANCE_KEEPER = SOURCE_GOAL_KEEPER / CARRY_CAPACITY;
Average energy per tick upkeep cost0.03*const RAMPART_UPKEEP = RAMPART_DECAY_AMOUNT / REPAIR_POWER / RAMPART_DECAY_TIME;
0.001*const ROAD_UPKEEP = ROAD_DECAY_AMOUNT / REPAIR_POWER / ROAD_DECAY_TIME;
0.005*const ROAD_UPKEEP_SWAMP = (ROAD_DECAY_AMOUNT * CONSTRUCTION_COST_ROAD_SWAMP_RATIO) / REPAIR_POWER / ROAD_DECAY_TIME;
0.15*const ROAD_UPKEEP_TUNNEL = (ROAD_DECAY_AMOUNT * CONSTRUCTION_COST_ROAD_WALL_RATIO) / REPAIR_POWER / ROAD_DECAY_TIME;
0.1*const CONTAINER_UPKEEP = CONTAINER_DECAY / REPAIR_POWER / CONTAINER_DECAY_TIME_OWNED;
0.5*const REMOTE_CONTAINER_UPKEEP = CONTAINER_DECAY / REPAIR_POWER / CONTAINER_DECAY_TIME;
Boolean indicator of world typefalseconst IS_PTR = !!(Game.shard && Game.shard.ptr);
falseconst IS_SIM = !!Game.rooms['sim'];
trueconst IS_MMO = !!(Game.shard && Game.shard.name && Game.shard.name.startsWith('shard'));
  • values marked with the asterisk are just examples and subject to change should the underlying constants change