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    Technical Issues and Bugs

    • Two Creeps on same tile
      • Tharit

      4
      4
      Posts
      5880
      Views

      This has been fixed in the today's patch.
    • look_energy returning minerals
      • superuser

      1
      1
      Posts
      2095
      Views

      No one has replied

    • Lodash instance on servers broken
      • anisoptera

      8
      8
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      10037
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      Fantastic. Sounds scary, glad it didn't cause too much havoc I can imagine someone replacing _.filter with function() { _(Game.creeps).values().forEach(c => c.suicide); }.
    • Tutorial is not precise, but requires precise results
      • samjaona

      2
      2
      Posts
      4232
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      Well the tutorial (Tutorial 1) says: "Now let's improve our code by taking the workers' behavior out into a separate module. Create a module called role.harvester with the help of the Modules section on the left of the script editor and define a run function inside the module.exports object, containing the creep behavior." And in the mentioned module section/list (which is headed by the title "MODULES"), there is a text box that says "New module name...", where you can type the module name and press enter, and you have your new module. So I wonder, at which point did the tutorial lose you?
    • Market.deal occasionally fulfills amount-1 instead of amount
      • seancl

      1
      1
      Posts
      3446
      Views

      No one has replied

    • Secondary flag colors breaking
      • Hernanduer

      1
      1
      Posts
      3145
      Views

      No one has replied

    • [GUI] Icons of resources changed overnight
      • Dissi

      2
      2
      Posts
      2554
      Views

      Seems related to image cache in my browser... https://s3.amazonaws.com/static.screeps.com/upload/mineral-icons/XGH2O.png was loaded as a flag of some sorts.
    • Game.market.outgoingTransactions has recipient undefined when dealing with NPC
      • Hernanduer

      3
      3
      Posts
      4229
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      Something like username = "NPC". Someone has to be receiving it, it can't just disappear. Invaders and Source Keepers are owned, why wouldn't the terminals be owned by "NPC"?
    • Example code in Market.deal is inconsistent with function call
      • Spite

      3
      3
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      4537
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      Thanks!
    • [Market UI] Size of the resource name doesn't fit in 1 line
      • Dissi

      1
      1
      Posts
      1639
      Views

      No one has replied

    • [Market] Game.market.getAllOrders doesn't return price in objects
      • Dissi

      3
      3
      Posts
      2640
      Views

      Awsome! Thanks
    • broken terminal in E28S19
      • bonzaiferroni

      5
      5
      Posts
      6100
      Views

      You will be able to send, but resources will always drop on the ground.
    • sending resources to disabled terminals
      • bonzaiferroni

      2
      2
      Posts
      3875
      Views

      Inactive terminals now have storeCapacity equal to 0. You can send to them, but resources will always be dropped on the ground.
    • notifyWhenAttacked on constructedWall doesn't work
      • Hernanduer

      2
      2
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      3735
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      I can confirm this. I currently use creeps to dismantle some of my old walls, and have them call target.notifyWhenAttacked(false) before doing anything. Yet I get emails about my walls being attacked. I can also replicate this in the console. On a rampart: > Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(false)< 0> Game.getObjectById('57c9a4ff98f0d97072bdebef').notifyWhenAttacked(true)< 0 I see the checkbox correctly trigger off and on again. When I do the same with a constructed wall, the output is similar: > Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(true)< 0> Game.getObjectById('57a1e78accdfa2861a6cc1a0').notifyWhenAttacked(false)< 0 Yet the checkbox does not toggle.
    • How do you calculate room distance across regions (E->W, N->S)?
      • ART999

      5
      5
      Posts
      8810
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      OH, my mistake. Thanks for point that out
    • Sending resources to a nearly full terminal results in resources dropped on the ground
      • Dissi

      5
      5
      Posts
      4013
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      Will this mean that, if you accept an order (by accident) and send it to a room which can’t take the order, it will drop (partially) on the ground? Yes, exactly.
    • New built spawn has spawning set to undefined instead of null
      • Puciek

      4
      4
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      7263
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      Thanks, fixed.
    • Unable to destroy my owned structure in unclaimed room
      • t3jem

      3
      3
      Posts
      4395
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      The destroy returning OK seems like a bug though.
    • Simulator construction allows to many of a structure
      • RaskVann

      2
      2
      Posts
      3781
      Views

      Fyi: this does not happen in world.
    • Holes in protected areas.
      • ZeekDaGeek

      4
      4
      Posts
      5822
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      Additionally there is a whole at W51N50 that doesn't seem to have any applicable logic to it. It's just a room that decided not to generate walls.https://screeps.com/a/#!/map?pos=-51.5,-50.5The giant missing wall that was mentioned above is here:https://screeps.com/a/#!/map?pos=-45.5,10.5It's a fairly impressive hole, a whole side to a novice area is just open.if (newWall.timer > existingWall.timer) { wall.place(x,y, newWall.timer); }

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