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    Technical Issues and Bugs

    • CPU usage and inconsistency
      • theAEmix

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      As far as I know (I am not an expert on how io.js handles require), require uses a synchronous file system fetch to load in the resource. As a result, if the hardware that the instance of io.js is running on is taking a long time to find the file, or if it is busy doing someone else's loading (most PAAS providers run multiple VMs on a single piece of hardware), then the script will block and wait for the data to come in. I assume that the CPU timer would continue to run during this time and as a result the amount of time wasted on loading the script could vary on things outside of anyone's control. The only way I can think of circumnavigating this problem is to not use require. Perhaps as a community we need to develop a Travis script that will go through all the files, replace any require calls with the code that they would fetch, and then push the modified files to the screeps api. That way, the hardware issues would not be reoccurring cost faced by the scripts, and instead would only be paid once during build time.
    • Sync TO repo is missing / hidden ?
      • Seronis

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      It actually is possible to retrieve from scripts using the API that the grunt-screeps task uses as well.
    • In the simulation room, `energyCapacityAvailable` counts hostile structures
      • The_General

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      Additionally, the simulation room only allows 1 storage structure total, instead of 1 for each. If you place 2 storage structures with the "custom" tool, the first one will be erased.
    • Stop A Script
      • dsd58

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      Scripts is a tick based architecture (read the articles in the help section). Your script gets executed every tick (~1sec), so if you have a syntax error in it, you will see an error message popping up every second. You can comment out the code in your main or simply correct the syntax error to make it run smoothly again.
    • Charging Credits
      • chris

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      Ah okay, after reading your comment three times, it suddenly became clear to me. In this case, it would be a great idea, to add the date, when the next charge is due.
    • Notifications: "send when online" not working for errors
      • chris

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      Thanks for reporting, fixed.
    • `Game.time` should be `Game.tick`
      • The_General

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      @chris you can get a human-readable timestamp with String(new Date). Or a machine-readable unixtime with +new Date (or Date.now()).
    • Energy disappears
      • chris

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      We apologize for this bug which is now fixed.
    • Dropped energy stuck at "0" and is eating all my energy
      • The_General

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      We apologize for this bug which is now fixed.
    • creep.carry.energy is null
      • chris

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      Error is gone. Seriously guys... Staging system, regression tests, anything?
    • `Cant claim room
      • eGarcia

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      Just worked for me.
    • Console has no access to main code anymore
      • chris

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      No one has replied

    • Email notifications send interval
      • chris

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      No one has replied

    • Popout Coding not working
      • theAEmix

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      Thank you.
    • branch system
      • DilGaladh

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      Hi Artem, thanks very much. I believe it happened because I was connected at the very moment the change was done, that is the only thing I was doing: editing my code, then all vanished.
    • Code syncing via /api/user/code returns 401 unconditionally
      • The_General

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      Please close this, it's my fault
    • Code crashing without error
      • heggico

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      No one has replied

    • Room.energyAvailable does not count Storage structure
      • _Zinal

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      avdg_, you are mistaken on that behalf. I think it was like this before, but as of now, spawns can use other spawns' energy as well. As a matter of fact, the other spawns' energy gets used before consuming extension energy. That's why there is no need for separate properties (anymore).
    • Ramparts decay too fast
      • Avicenna

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      You increased decay by 9,000%. It seems overly fast now.
    • If a creep stands on a storage construction site, build(this_construction_site) not works and returns no error.
      • ff2400

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      No one has replied

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