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3.0.0
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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.
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