Comments (2)
I agree with this. Even though there's a limited number of names, and problems with scalability, I feel like new players will prefer to create a naming function later. They won't really care for their creeps' names right at the beginning.
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Please create new issues only for bug reports and other technical issues. Your discussion is more appropriate to the original PR thread or forum post thread.
from engine.
Related Issues (20)
- Engine using newly deprecated method HOT 1
- Engine uses a *slightly* older version of lodash than the rest of Screeps HOT 1
- Spawn.spawning.setDirections() unable to change number of directions HOT 6
- TypeScript?
- Unclaim doesn't remove room from user's list of rooms HOT 1
- inactive orders (amount = 0) have wrong price
- Spawning not being set to null after spawning HOT 2
- RoomPosition.findClosestByPath ignores range option - always uses range 1
- [Optimization] processor/roads/tick HOT 1
- Creep.prototype.attackController wastes CPU using _getActiveBodyparts
- creep.moveTo calculates new Path when creep fatigued and reusePath and visualizePathStyle is used HOT 1
- How to debug VMs
- Upgrade to Latest Node Versions HOT 2
- Destroying structure by invoking `Structure#destroy` is not logged by `Room#getEventLog`
- Refactor recommendation for Structure.isActive
- Increase creep.say character limit
- Request: Remove minimum resource amount for StructureTerminal.send() HOT 4
- RoomPosition#createConstructionSite needs supports for name parameter HOT 2
- Construction site removal broken, completely locking up rooms on IVM private servers. HOT 2
- Creep.moveTo tries to path through walls where there is no room exit HOT 1
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from engine.