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  • These online resources are very valuable, especially to new players.
    2 KB (245 words) - 08:58, 15 January 2022
  • #REDIRECT [[External Resources]]
    32 bytes (3 words) - 06:46, 29 November 2016

Page text matches

  • #REDIRECT [[External Resources]]
    32 bytes (3 words) - 06:46, 29 November 2016
  • ...vel]] 4. Only one can be built per room, but it will store up to 1 million resources. It inherits from [[OwnedStructure]], [[Structure]] and [[RoomObject]].
    648 bytes (80 words) - 12:43, 28 October 2020
  • == Resources ==
    2 KB (336 words) - 11:51, 28 October 2020
  • = [[Online Resources]] = Other online resources to help you get started
    1 KB (174 words) - 17:47, 20 April 2021
  • A Tombstone is the remains of a dead creep, they contain the any [[resource|resources]] the creep had along with information about the creep's life including its
    363 bytes (60 words) - 12:45, 28 October 2020
  • The Resource class represents a dropped pile of resources that requires a creep to pickup() to use. It will decay if it is not picked
    439 bytes (70 words) - 12:32, 28 October 2020
  • ...Factories are used for the production of commodities, which are valuable resources produced from minerals and deposits and, are mainly for selling on the in g ...deposits like minerals using work parts, and deposits are one of the base resources used in the creation of commodities.
    7 KB (1,143 words) - 12:41, 28 October 2020
  • ...rd has its own market, separate from other shards except for account-level resources that are available/the same for all shards. ...rs. A room must have an active and built terminal in order to receive the resources, once created, user's or their code can then find the order and deal it.
    15 KB (2,590 words) - 21:03, 29 November 2021
  • ...themselves, however it does not stop them from withdrawing or transferring resources from neutral objects such as containers. Sources in the room will also inc
    973 bytes (161 words) - 12:31, 28 October 2020
  • ...urce types, along with [[Energy|energy]] and [[Commodities|highway deposit resources]]. They are also used in the production of [[Boosts|boosts]]. ...o place their labs close to each other, as their [https://docs.screeps.com/resources.html#Mineral-compounds reactions] requires the target lab to be within rang
    1 KB (189 words) - 20:37, 28 November 2021
  • ...lt, which enables the player to manage their energy (and potentially other resources) more effectively, as they now have a much bigger buffer. ...to the [[StructureFactory|factory]], which is used for either compressing resources or creating [[Commodities|commodities]] to be traded for credits on the [[M
    5 KB (787 words) - 23:09, 27 November 2021
  • *Boosting / unboosting to save on resources.
    1 KB (209 words) - 12:08, 28 October 2020
  • These online resources are very valuable, especially to new players.
    2 KB (245 words) - 08:58, 15 January 2022
  • === External Resources === [[Category:In-Game Resources]]
    7 KB (1,173 words) - 04:33, 11 March 2021
  • Boosts are organized into [https://docs.screeps.com/resources.html#Mineral-compounds three tiers], each increasing in effectiveness. Base ...found over at the official docs' resource page's [https://docs.screeps.com/resources.html#Creep-boosts boost] section, and an in-game object representing the po
    2 KB (241 words) - 22:55, 3 December 2021
  • ...new mechanics are expected for seasons, such as modifying constants or new resources. Most seasons have a few weeks between the announcement and when ticks sta ...100, spawning in an empty world. The mechanic this time was a new set of resources ('symbols'), which spawned around the map in a new structure ('symbol conta
    10 KB (1,457 words) - 22:15, 3 May 2024
  • [[Category:In-Game Resources]]
    2 KB (310 words) - 12:15, 28 October 2020
  • Drop mining is the harvesting of resources without a container or link nearby. While it is the simplest form of static ...ension Containers] to store mined [https://docs.screeps.com/resources.html resources] while waiting for a hauler to gather them, rather than dropping the resour
    6 KB (976 words) - 12:40, 28 October 2020
  • ...eful and high capacity energy storage option. With 1,000,000 capacity for resources, and the ability to expand it even further for periods of time using [[Powe ...CL 6 and onward in a room, they can store up to 300,000 resources and send resources to other rooms/make market details at the cost of energy and a short cooldo
    11 KB (1,816 words) - 18:31, 22 January 2021
  • ...thing new can be transferred to it until the effect is reapplied or enough resources are removed to bring it below the default capacity. ...wn of 50 ticks. An important note is that this does not create additional resources, but merely allows the lab to use more of the already supplied resource in
    15 KB (2,331 words) - 01:02, 29 December 2021
  • ...orage. Storages are useful because they allow you to store up to 1 million resources; however, they are difficult to move, so place your storage carefully. You ...w room|take control over another room]]. This will give you access to more resources and different minerals.
    5 KB (946 words) - 17:37, 24 June 2021
  • == Resources ==
    10 KB (1,342 words) - 14:58, 21 April 2024
  • * No way to test boosts. You cant buy them and you cant set the resources that a storage/terminal has.
    2 KB (423 words) - 12:38, 28 October 2020
  • [[Category:Resources]]
    2 KB (402 words) - 21:31, 19 January 2021
  • ...within the last 30 days) will have their scripts stopped to save on server resources. This does, however, only apply to unsubscribed players, meaning that subsc
    3 KB (480 words) - 18:27, 27 November 2021
  • ...smission. Links can hold up to 800 energy at a time and do not allow other resources. Once an energy transfer is initiated, the sending link has a cooldown equa
    4 KB (604 words) - 12:42, 28 October 2020
  • ...of the singular carry part. Meaning, that a carry part that contains more resources in 1 part, will still generate fatigue at the same rate as an unboosted par
    10 KB (1,603 words) - 15:03, 16 January 2022
  • ...process based way of controlling code execution, run priority and managing resources like [[CPU]], [[heap]] and [[Memory]].
    4 KB (707 words) - 17:26, 16 December 2022
  • ...reeps/defensive creeps that can easily be draining while you spend minimal resources on this action. ...o a newer room, scouts exiting a main base, long-haul creeps transporting resources.
    42 KB (7,315 words) - 16:16, 9 March 2021
  • ...ting. Containers are often placed adjacent to labs to allow for unboosting resources to drop into them.[[File:Infinilabs.png|left|thumb|100x100px|Labs in a figu
    6 KB (962 words) - 00:48, 29 January 2022
  • ...ins from a room on-landing). They do not block creep movement however and resources contained within them can be withdrawn by creeps. ...an not pass it an array of them, or more than one. You can retrieve active resources in an object by looping over <code>RESOURCES_ALL</code> and checking for am
    15 KB (2,631 words) - 02:45, 30 June 2021
  • This system generally refers to the movement of resources throughout a room or multiple rooms. Most commonly, energy from a source w ...action or hard coding the factory can execute a production on the supplied resources.
    57 KB (9,540 words) - 19:04, 16 January 2022
  • ...ey are dealt 5 million damage. On landing (triggering) all creeps, dropped resources, construction sites, ruins and, tombstones are vaporized (deleted) instantl
    11 KB (1,910 words) - 11:54, 28 October 2020
  • ...he room, making sure your code supports multiple room [[pathing]], hauling resources back from the remove rooms, the threat of [[Invader|invaders]], and the log
    11 KB (1,679 words) - 16:14, 16 January 2022
  • ...While they are quite a challenge to take down, they contain many valuable resources. (See: [https://docs.screeps.com/invaders.html#Strongholds Screeps Docs] fo
    14 KB (2,320 words) - 00:30, 26 January 2021