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    Technical Issues and Bugs

    • spawning is false, but ticksToLive is undefined
      • anisoptera

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      No one has replied

    • Construction site blocked by walkable object
      • dragoonreas

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      While that PR does look necessary for constancy sake between what the client returns to the player code and what intent is actually registered, it doesn't doesn't address this problem. The problem is coming from the sole reliance of C.OBSTACLE_OBJECT_TYPES to check for non-walkable objects in second part of the if statement (taken from here, although it also occurs here in a similar fashion): if(_.contains(C.OBSTACLE_OBJECT_TYPES, target.structureType) && (_.any(roomObjects, (i) => i.x == target.x && i.y == target.y && _.contains(C.OBSTACLE_OBJECT_TYPES, i.type)))) { return; } Earlier in Screeps development everything of a type listed in the C.OBSTACLE_OBJECT_TYPES constant was always non-walkable and thus an obstacle, but that's not true anymore. Now you need an additional check to see if a creep (one of the types listed in C.OBSTACLE_OBJECT_TYPES) is walkable or not, because a creep can be walkable when it's a hostile creep in a room you've activated safe mode in.
    • [pull request] Client-side validation of Creep.build
      • CGamesPlay

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      No one has replied

    • execution of actions bug
      • tedivm

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      My mistake, just found another ticket(633) where Artem says it's a bug and will be fixed someday. Still, I'd like to leave it as it is now (leave the feature but update the documentation) : the attack-by-move feature is limited with creeps' `fatigue` and is not a 100% alternative to `creep.attack()`.
    • NPC market orders broken
      • Atavus

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      Seems broken again! http://i.imgur.com/YDErDKj.png
    • Access to source cut off by novice zone wall
      • Bovius

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      Wow that was fast! 
    • Main room unresponsive
      • tj007alfa

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      Others have no problems with your rooms because only you can see your flags
    • CPU Usage up since last night's update
      • roncli

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      Xist, that's my strategy too.  Logging is the first thing to go, that's 15-20 CPU freed up when that is turned off. It seemed to settle down the 2nd day, and I was under control with logging on again... until I nabbed another room for remote mining ^_^
    • RoomPosition.getDirectionTo returns the wrong direction
      • Xist

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      That cross-room bug also affects `RoomPosition.getRangeTo()`
    • Room controller graphics inaccurate
      • tedivm

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      No one has replied

    • Player respawned but controller is still downgrading
      • Maxion

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      Problem is even worse! After the timer went to zero controller level did not drop. Now it stays to level 7 and room is not usable - claim or reserve does not work. I have 3 sutch rooms in my territory.
    • structureController.sign access issues
      • Dewey

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      Fixed in this commit.
    • Spawn recycling unbuilt creep
      • Cae

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      Fixed in this commit.
    • Promises seem to bypass CPU limits
      • CGamesPlay

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      6260
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      The PR is merged, thanks for contributing.
    • notifyWhenAttacked doesn't work for walls
      • Zifnab

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      Same thing happens when dismantling roads Spams me with attack messages in my email. Although roads don't even have the checkbox in the UI like walls do, and `notifyWhenAttacked(false)` still returns 0 but doesn't do anything.
    • Screeps not syncing with Github
      • starwar15432

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      No one has replied

    • Spawning spawn attack bug
      • neomatrix

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      UPDATE: such a spawn still may be `dismantled`, but not `attacked`.
    • Game eating up RAM and disk usage
      • Zettin

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      Same problem here ! I've no problem on my Desktop PC (Windows 10) but when I try to play on my Macbook the game eat up too many CPU (more than 100%). I've try to play through Steam client, Google Chrome browser or Safari browser... Any ideas to understand why I have this problem ? Thanks !
    • carry.energy returns wrong amount
      • Kronecker

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      No one has replied

    • big increase in global resets in last six hours
      • tedivm

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      This has been resolved in the last 30 minutes or so.

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