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    Technical Issues and Bugs

    • Two creeps at the same position
      • CursedFlames

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      I've seen the results of something similar twice today, both in the same place: E37N38, x: 29, y: 33.   I suspect it's the same cause as CursedFlames mentioned: creep moving into position at the same time as a creep spawns into it. It really snarls up my traffic management until one of them dies.
    • army killed by an exploit
      • R33T4RD

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      I couldn't get the replay to load on my tablet, so I apologize if I'm interpreting the situation incorrectly. If he's claiming a room when your army gets there, you could try sending a CLAIM creep ahead to place a reservation on the room before your main force gets there?  It would still be possible for him to claim when the CLAIM creep enters the room, but it means you're putting a 650-cost creep into the DMZ instead of a full military wave. It sounds like your best recourse is going to end up being waiting out his attention span (chain-claiming/respawning isn't overly productive for gaining GCL).  It's a lame tactic but I don't think there's much else I can suggest to handle it.  
    • StructureSpawn.createCreep creates high cpu-load
      • MarkusF

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      I was passing custom names to make sure, that the name generation is not responsible for the long execution time.
    • Calling notifyWhenAttacked(false) on spawning creep returns -4
      • Dissi

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      No one has replied

    • Simulator structures (towers anyway) building in 1 tick
      • awr000

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      Slight correction, checking again Tower has a cost of 100 in sim, not 1
    • [Bug] Was able to claim reserved controller
      • Driven

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      This was a bug indeed. Thanks for reporting, fixed.
    • StructureLab.runReaction(...) throws exception
      • MarkusF

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      I can only guess, that my script accidently puts a catalyzed resource into one of the input labs. But you should change the ingredient check from, to handle this, too. if (!C.REACTIONS[lab1.mineralType][lab2.mineralType] || this.mineralType && this.mineralType != C.REACTIONS[lab1.mineralType][lab2.mineralType]) { return C.ERR_INVALID_ARGS; } to if (!C.REACTIONS[lab1.mineralType] || !C.REACTIONS[lab1.mineralType][lab2.mineralType] || this.mineralType && this.mineralType != C.REACTIONS[lab1.mineralType][lab2.mineralType]) {return C.ERR_INVALID_ARGS;}
    • Pasting the same value in the editor result in removed value
      • stybbe

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      Ok so I looked into this issue and debugged it myself. The bug is not in the ace editor but in the https://github.com/angular-ui/ui-ace. They override the onChange event and have some "hack" that doesn't work correctly. I made a local change in my javascript and modified it to always set the value with ngModel.$setViewValue(newValue); and this bug did no longer occur. I'm no expert in Angular so I've no idea what their hack is trying to accomplish.
    • Game.maps.describeExits() takes an obscenely large amount of cpu
      • tedivm

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      Looks good, taking between 0.002 and 0.2 CPU each call, even on the first call.
    • update exports.checkStructureAgainstController to use less CPU
      • Dissi

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      Not really. If it always returns true, then you can place and build any amount of construction sites of any structures. This method is used in many places, it's complicated.
    • creep.owner != creep.room.controller.owner
      • Lupus

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      This is intended. Comparing objects is considered a bad practice in JavaScript.
    • 'Open local Folder' returns 'NaNdefault'
      • Xtrem532

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      No one has replied

    • Unusual high used-cpu values right at the start of the loop
      • MarkusF

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      GarbaceCollection makes sense. As I said, now it settled down a lot. My intuition tells me, that it's worse, the more people are online in the slack-channel. Maybe the more people are working on their scripts and regularly commit them to screeps, the harder the garbage collection hits. However, I don't have any statistics for this, just my intuition. But as long as I have an explanation for what it could have been, I'm quite fine with it.
    • Spawning Creeps are Recyclable
      • Pathurs

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    • Undefended center rooms in NW area
      • CBoon

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      Fixed, thanks for reporting.
    • Missing Source Keepers Lairs
      • NhanHo

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      Fixed, thanks for reporting.
    • Steam client crashes
      • Lupus

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      Windows 10 Pro x64 Now it crashed on moving view to the adjacent room.
    • Controller Level Changed bug (minor)
      • Oblivionburn

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    • Controler Bug (minor)
      • Artritus

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      No one has replied

    • HTML broken in notifications
      • cyberblast

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      No one has replied

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