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    Technical Issues and Bugs

    • Newly Spawned Area's Lack pathfinding data.
      • Fusspawn

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      Known problem, mentioned in previous threads. Supposed to last for ~5 minutes, actually lasts for 10-30 with recent world expansion. I believe this is due to get improved.
    • Invaders can spawn in immobile formation
      • sparr

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      Fixed, thanks.
    • Missing constants in API Reference
      • Admiral

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      I think this is going to get more important once the open source server goes live and people can mod it  -- though more a feature request than a bug. Once it's properly Open Source, we can add this ourselves
    • Ramparts and walls disappearing if recently built with only 1 HP
      • Jeb

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      This will be because of the decay time on Ramparts. If you don't given them enough HP, they will quickly 'decay' and go below 1 HP, leading to them being removed.
    • Empire wide safemode suddenly ended
      • Dissi

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      The player who originally encountered this bug, coteyr, still has two rooms in safe mode, I think.
    • Game.notify e-mails not being sent/delivered
      • Remco

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      Update: About 15 hours ago I received a notification e-mail with about 100 notifications combined (including the "test" messages submitted from the console). After that massive notification e-mail the service resumed to function once more So for me at least, this issue is resolved. (Can't speak for other players naturally) 
    • Question about Garbage collection
      • Voronoi

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      No one has replied

    • reserveController does not increase controll time
      • Draud

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      nvm, resolved. Though I think the Documentation isn't crystal clear on this. Apparently you need at least 2 CLAIM body parts to increase the counter, else you will just sustain it because every tick decreases you controll counter at the same time that you increase it with you creeper. just fyi if anybody is as confused as I was
    • Incorrect handling of available extension count when placing them manually
      • Voronoi

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      This bug is still present in the simulation room. Whenever I zoom in on a container it will show a construction site underneath. Changing to a different room is impossible because it will reset the sim room. It also happened that containers were never finished, even though the creep.build() returned 0.
    • Invaders trapped by novice protection walls
      • bonzaiferroni

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      No one has replied

    • findPath from a border adjacent to a swamp returns an empty path
      • sparr

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      If more thorough examples and test cases would help get this bug fixed, I would be willing to put them together. Sure, this always helps.
    • New map block W65S65 not configured correctly
      • rbryson74

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      This is intended because of the reasons mentioned above.
    • Not responding message
      • Kojima

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      Just bumped my support request. Would love a response (and hopefully resolution) on this issue.
    • Memory loading CPU usage is all over the place
      • Dissi

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      Thanks Artem, I'll look into this further.The extra time on the first loads could be due to V8 hidden classes compilation.I'll try to roll out a consistent test, if this is the case, there is nothing you could do about it I guess.But WE could do something about it, consistency pay off in javascript
    • NPC Orders bug out when they reach 0
      • Dissi

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      Another example  http://i.imgur.com/EUJzRZg.png
    • [Source keepers] Undocumented changes breaking mining ops
      • Dissi

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      Seems like I missed that part, it looked like it retreated. Sorry about this!
    • room.find(FIND_MY_CREEPS) missing spawnlings
      • cyberblast

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      I have the same issue.I don't understand why FIND_MY_CREEPS does not return creeps in spawning.Same for FIND_CREEPS which I supposed would be exhaustive, turns out it is not.ATM I iterate over all creeps in Game.creeps and split them by room just because this is the only way I found to retrieve ALL my creeps in the room.imho the default behavior should be complete and if you don't want creep in spawning, then you can filter them.If this is the intended design, maybe you should update the documentation... 
    • No stack trace for some type errors
      • sparr

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      another example: TypeError: Cannot read property 'toUpperCase' of undefined at module.exports (arbitrage:38:27) Here's a call that produces that error:   Game.map.getRoomLinearDistance(undefined,undefined)   Shouldn't it give me a more verbose trace?
    • [closed]Minor bug? Market history of energy (avg ± stddev)
      • n0ne

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      Maybe a new marked-resource could be used, where people are only able to create "sell" deals to beg for credits. (trade without reward) That way people can still give their credits to another person and the histories wouldn't be screwed.  
    • Script execution has been terminated due to a fatal error: Error: Invalid room name
      • NihilRex

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      There was an issue on attempts to pathfind out of the map borders (i.e. into rooms with 71+ coordinates). It is fixed now.

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