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Releases: Mirroar/hivemind

v3.0.0

06 Jan 19:39

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Added

  • Only deserialize Memory on a global reset to save CPU (memhack).
  • Added a settings manager and several settings to customize the bot's behavior. See settings.default.js for more information.
  • Remote builders (used when expanding) will now automatically harvest energy in nearby rooms when the target room's sources are depleted.
  • Added a manager for segmented memory that loads on a new global and saves every 100 ticks.
  • Added operations that are able to keep track of certain stats.
  • Added room operations to track room CPU usage.
  • Converted remote mining code to operations to keep track of spent and gained resources and CPU usage, and for better code structure.
  • Structures blocking a remote mining path will now automatically be dismantled.
  • Added a remote path manager that manages the paths for remote mining.
  • Operator Power Creeps can now boost spawns and extensions.
  • More remote mining is possible in a room with a spawn-boosting Power Creep.
  • Dispatcher-driven logistics covering structures, bays, tombstones, etc.
  • Factory pipeline & manager (commodity production, deposit mining, PWR_OPERATE_FACTORY handling).
  • Inter-room & inter-shard portal navigation.
  • Localized and inter-shard reclaim features for rooms that lose their spawns.
  • New reports powered by room visuals that can be toggled via console commands.
  • Room sign generator (simple & comprehensive) and optional decorative wall patterns.
  • Automated inter-shard expansions.

Changed

  • (BREAKING) Large TypeScript/class migration across roles, kernel, intel, operations, etc. - Hivemind now runs fully on typescript.
  • Ramparts are now placed using min-cut algorithm instead of at room borders.
  • Room intel and room planner now use segmented memory.
  • Improved calculation of how many remote mines a room can handle.
  • Improved drop harvesting for harvesters and mineral harvesters to save CPU.
  • Expansion target is now chosen across multiple ticks to prevent CPU timeouts.
  • Scout targets are now chosen across multiple ticks to prevent CPU timeouts.
  • Bigger attack creeps are used to destroy invader cores more efficiently.
  • Power haulers can now pick up power from ruins.
  • Power harvesters attack nearby hostile creeps.
  • (BREAKING) Logistics behavior for transporters and builders are now routed through the dispatcher system.
  • Introduced a dependency-injection (DI) container.
  • Room planner overhaul with multi-variation planning, scoring, better tower placement & road safety, link/container/bay layout tweaks, lab 4×4 blueprinting, rampart/wall handling, tunnel handling, and improved serialization.
  • Remote mining & ops: smarter spawn order/hauler sizing, relay haulers, SK-room support, better invader-core handling, proactive defense, more intelligent expansion scoring/selection, and per-room hauler pooling.
  • Combat & defense: Better targeting for combat creeps, follow logic for pairs, siege-defense improvements including tower logic, enemy strength/efficiency modeling, "quad breaker" walls.
  • Scouting: Earlier scouting, nav-mesh fixes, debug views, CPU-bounded target search.
  • Resource funneling/transfer: Added cross-room funneling of energy to prioritize rooms that can gain RCL, higher priority for empty labs, better upgrade energy routing, emergency upgraders when near downgrade.
  • Early game: earlier roads, smarter builder/upgrader behavior (no dedicated upgraders at low RCL), spawn order tweaks.
  • Allies: updated SimpleAllies integration, including ally defense requests.
  • Performance: broad CPU reductions via semi-persistent heap data, cached structure lists, spawn-role idle caches, dispatcher/result caches, capped pathfinding CPU, improved traffic/stuck handling.
  • Tooling/DX: CI & Node updates, error mapper, circular-dependency cleanups, module splits.
  • Behavior flags & safety: conservative abandonment thresholds, bucket-aware spawn gates, improved flee logic for claimers/remotes/haulers, empire-wide power-storage guardrails.

Removed

  • Game.squads removed; squad logic moved into SquadManager.
  • Direct access to Memory.strategy.roomList removed; replaced by RoomStatus.
  • Removed the gift role (ineffective for overfull storage).
  • Removed season-specific/legacy seasonal code paths and some old source keeper mining scaffolding.

Fixed

  • Transporter "ping-pong", builders/upgraders choosing wrong sources, terminal overflow quirks, lab emptying stalls, destroyed/inactive structure handling, pathing around invader cores, creep MOVE mismatches, downgrade-near edge cases, and many other reliability bugs across 2021→2025.
  • Segmented memory & player-intel leaks, cache duration bugs, and "double global" oddities.
  • Remote defense logic and observer behavior.

2.0.1

23 May 21:04

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v2.0.1

2.0.1

v2.0.0

01 May 21:08

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Most code has been refactored or rewritten since the previous release, which is why this constitutes a new major version.