Apr 17, 2017
Screeps: World - artch
Great news: we've launched a new documentation site!

Quality documentation and API reference are crucial for the success of any program platform, and Screeps can well be considered a program platform. That's why we spent so much time to thoroughly document all available game objects and methods which was not very convenient on top of Zendesk Help Center. Now we are excited to announce the launch of our new documentation site that you can start using right now!

Here is the link: http://docs.screeps.com

Besides revamped looks and improved desktop and mobile navigation, the new site boasts another feature: it is fully open-source and GitHub-based. This means you can always offer a fix or suggestion.

And that's not all! We understand that Screeps is a game with a steep learning curve, and good documentation helps make it flatter. If you want to help us document the game well, we are ready to thank you in return.

Contribute to documentation and earn money

We announce the launch of the Contributed Articles program! If you write a fully compliant article that will be included in the official documentation, you will get $50 on your PayPal account or 5 Subscription Tokens (roughly equivalent to $ 90) on your game account depending on your choice.

Please read more about the program using this link.
Apr 17, 2017
Screeps: World - artch
Great news: we've launched a new documentation site!

Quality documentation and API reference are crucial for the success of any program platform, and Screeps can well be considered a program platform. That's why we spent so much time to thoroughly document all available game objects and methods which was not very convenient on top of Zendesk Help Center. Now we are excited to announce the launch of our new documentation site that you can start using right now!

Here is the link: http://docs.screeps.com

Besides revamped looks and improved desktop and mobile navigation, the new site boasts another feature: it is fully open-source and GitHub-based. This means you can always offer a fix or suggestion.

And that's not all! We understand that Screeps is a game with a steep learning curve, and good documentation helps make it flatter. If you want to help us document the game well, we are ready to thank you in return.

Contribute to documentation and earn money

We announce the launch of the Contributed Articles program! If you write a fully compliant article that will be included in the official documentation, you will get $50 on your PayPal account or 5 Subscription Tokens (roughly equivalent to $ 90) on your game account depending on your choice.

Please read more about the program using this link.
Mar 8, 2017
Screeps: World - artch
Introduced new kind of world map zones: Respawn Areas.



  • Respawn Areas are highlighted with blue color on the world map.
  • They are isolated from the rest of the world with a wall. The wall has a timer similar to Novice Areas. Any player can place the first spawn in this area, but nobody can come here from the outside world while the timer is up.
  • The only restriction in Respawn Area is nukes usage - a nuke cannot be launched from or to a room in a Respawn Area.
  • Players with GCL 4 or higher are no longer able to start playing in Novice Areas. They have to either respawn in a regular room or in a room within a Respawn Area that will keep them safe for a while and allow to claim as many rooms as their GCL allows.
Other changes
  • When a Novice or Respawn Area is being planned in an inner sector, all free rooms in this sector will be signed by the game with the following message:

  • Added new constants SYSTEM_USERNAME, SIGN_NOVICE_AREA, SIGN_RESPAWN_AREA. You can use them to programmatically check the signs in the rooms that are important to you and reserve them if such a message detected.
These features are supported in private servers v2.5.0.
Mar 8, 2017
Screeps: World - artch
Introduced new kind of world map zones: Respawn Areas.



  • Respawn Areas are highlighted with blue color on the world map.
  • They are isolated from the rest of the world with a wall. The wall has a timer similar to Novice Areas. Any player can place the first spawn in this area, but nobody can come here from the outside world while the timer is up.
  • The only restriction in Respawn Area is nukes usage - a nuke cannot be launched from or to a room in a Respawn Area.
  • Players with GCL 4 or higher are no longer able to start playing in Novice Areas. They have to either respawn in a regular room or in a room within a Respawn Area that will keep them safe for a while and allow to claim as many rooms as their GCL allows.
Other changes
  • When a Novice or Respawn Area is being planned in an inner sector, all free rooms in this sector will be signed by the game with the following message:

  • Added new constants SYSTEM_USERNAME, SIGN_NOVICE_AREA, SIGN_RESPAWN_AREA. You can use them to programmatically check the signs in the rooms that are important to you and reserve them if such a message detected.
These features are supported in private servers v2.5.0.
Feb 27, 2017
Screeps: World - artch
Memory segments



Introduced new memory segments feature:
  • You can have up to 10 MB of additional memory by activating asynchronous memory segments.
  • Each memory segment is a string with an ID from 0 to 99.
  • Maximum segment data length is 100 KB.
  • Segments are asynchronous, you should request them using RawMemory.setActiveSegments. The data will be available on the next tick.
  • You cannot have more than 10 segments active at the same time.
  • Active segments are available in RawMemory.segments object and are saved automatically.
  • Activating and saving segments have no added CPU cost.
Example:
RawMemory.setActiveSegments([0,3]); // on the next tick console.log(RawMemory.segments[0]); console.log(RawMemory.segments[3]); RawMemory.segments[3] = '{"foo": "bar", "counter": 15}';

You can use this feature to store data which is not needed every tick, for example pathfinding caches, or collected statistics. Offloading data structures from Memory to asynchronous segments will allow to save some CPU spent on Memory parsing.

Other changes

  • You can now create a RoomVisual object using the constructor without a roomName parameter and post visuals to all rooms simultaneously:
    new RoomVisual().circle(30,30, {fill: 'red'}); new RoomVisual('W1N1').rect(10,10,40,40);
    This code will display both the circle and the rectangle in the room W1N1, and only the circle in any another room.
  • Changed RoomVisual.text method style options:
    • Renamed size option to font. It can be either a number or a string in one of the following forms:
      • 0.7
      • 0.7 serif
      • bold italic 1.5 Times New Roman
      • 20px sans-serif - absolute size in pixels
    • Added new stroke and strokeWidth options.
    • Added new backgroundColor and backgroundPadding options.
      Example:
      new RoomVisual().text('Text 123', 10, 10, { font: 'bold italic .7 serif', color: 'white', backgroundColor: '#88ff88', backgroundPadding: .3, stroke: '#005500', strokeWidth: .15 });
These features are supported in private server v2.4.0.

READ ORIGINAL POST
Feb 27, 2017
Screeps: World - artch
Memory segments



Introduced new memory segments feature:
  • You can have up to 10 MB of additional memory by activating asynchronous memory segments.
  • Each memory segment is a string with an ID from 0 to 99.
  • Maximum segment data length is 100 KB.
  • Segments are asynchronous, you should request them using RawMemory.setActiveSegments. The data will be available on the next tick.
  • You cannot have more than 10 segments active at the same time.
  • Active segments are available in RawMemory.segments object and are saved automatically.
  • Activating and saving segments have no added CPU cost.
Example:
RawMemory.setActiveSegments([0,3]); // on the next tick console.log(RawMemory.segments[0]); console.log(RawMemory.segments[3]); RawMemory.segments[3] = '{"foo": "bar", "counter": 15}';

You can use this feature to store data which is not needed every tick, for example pathfinding caches, or collected statistics. Offloading data structures from Memory to asynchronous segments will allow to save some CPU spent on Memory parsing.

Other changes

  • You can now create a RoomVisual object using the constructor without a roomName parameter and post visuals to all rooms simultaneously:
    new RoomVisual().circle(30,30, {fill: 'red'}); new RoomVisual('W1N1').rect(10,10,40,40);
    This code will display both the circle and the rectangle in the room W1N1, and only the circle in any another room.
  • Changed RoomVisual.text method style options:
    • Renamed size option to font. It can be either a number or a string in one of the following forms:
      • 0.7
      • 0.7 serif
      • bold italic 1.5 Times New Roman
      • 20px sans-serif - absolute size in pixels
    • Added new stroke and strokeWidth options.
    • Added new backgroundColor and backgroundPadding options.
      Example:
      new RoomVisual().text('Text 123', 10, 10, { font: 'bold italic .7 serif', color: 'white', backgroundColor: '#88ff88', backgroundPadding: .3, stroke: '#005500', strokeWidth: .15 });
These features are supported in private server v2.4.0.

READ ORIGINAL POST
Screeps: World - artch


The January issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:

READ FULL ARTICLE
Screeps: World - artch


The January issue of our Screeps World Review is out! Read about the game world progress in the past month, analysis of leaders' achievements and successes, and video replays of noteworthy events:

READ FULL ARTICLE
Feb 6, 2017
Screeps: World - artch


We introduced an exciting new major feature - RoomVisual API. Now you can draw simple shapes (lines, circles, rectangles, polygons, text labels) right at the game field in any room to debug your code and/or display arbitrary info. For example, you can visualize your creep path (using the new visualizePathStyle move option), plan your future structures placement, display debugging text messages including Unicode emoji, and many more. These visuals are visible only to you, and all API calls have no added CPU cost.

API Changelog
These features are supported in private server v2.3.0.
Feb 6, 2017
Screeps: World - artch


We introduced an exciting new major feature - RoomVisual API. Now you can draw simple shapes (lines, circles, rectangles, polygons, text labels) right at the game field in any room to debug your code and/or display arbitrary info. For example, you can visualize your creep path (using the new visualizePathStyle move option), plan your future structures placement, display debugging text messages including Unicode emoji, and many more. These visuals are visible only to you, and all API calls have no added CPU cost.

API Changelog
These features are supported in private server v2.3.0.
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