Releases: Mirroar/hivemind
Releases · Mirroar/hivemind
v3.0.0
Added
- Only deserialize
Memoryon a global reset to save CPU (memhack). - Added a settings manager and several settings to customize the bot's behavior. See
settings.default.jsfor 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.squadsremoved; squad logic moved intoSquadManager.- Direct access to
Memory.strategy.roomListremoved; replaced byRoomStatus. - Removed the
giftrole (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.