Simple screeps code base.
- multi-stage room development
- colonial development
- chartered exploration
- harvesting and upgrading
- independant / single-creep
- container-based with
CARRY
support creeps - priority and distance-based target selection
- link usage if present
- build & repair
- versatile creeps
- tower-based repair/heal
- monitor creep levels and replace
- diagnostic economic analysis
- defense
- tower-centric
- targets healers first
- defenders spawned manually
- remote harvesting
- guided expansion / remote room development
- automatic selection of remote harvest targets
- new-fangled target assignment
- task-based
- capable of spawning new creeps if needed
- can re-assign creeps between roles
- multi-room with independant rooms but can assign tasks across rooms
- Generalize energy gathering and consumption code base (nerf herder^scruffy-looking^)
- Architect module for structure placement
- Economic analysis that affects decisions
- Lab / Terminal / Market use
- determine which chemicals we have access to
- determine best value-proposition for lab use
- move materials to that room a. couriered delivery a. terminal transmission
- assign labs chemical type and goal
- sherpa creeps automatically move chemicals as required
- labs process chemicals when available
- power seeking
- use observer to scan likely rooms
- observe threat / payoff
- create charter to that roof
- monitor charters & abandon if needed
- power using