as long as you're tweaking the server and those heap spikes are a regularily problem, it would be nice if you could spend more heap memory (in general, gcl-dependent, or per claimed room don't know what's possilble).. so nobody has to worry about being thrown out of the game after a server tweak
It gets really fun when you place a flag by hand in a room that has no active entities in it (enemy or friendly creeps). The flag gets added to your Game.flags object but you can't modify it in the code, which means if you try to change the color it fails to actually change the color even though setColor returns 0.
@systemparadox The 'over time' slowdown appears related to the GUI actually, as hitting the ⚙ icon in the upper-right and just hitting 'OK' to restart the GUI thread speeds things right back up again as a workaround at least. But yeah there's some kind of bug causing it to slow down over time. Happens with both the Legacy/SVG and the newer WebGL GUI.
Also instead of worrying about >5 ticks/second just manually upgrade the RCL and place a mixture of completed extensions and construction points. Once you know the basic code loop works, skip over the 'grindy' bits in the Simulation mode.
I have several creep types that are intended to stay beside the spawn at all times, so they are spawned without MOVE parts. If someone entered my safemode base and sat where one of these creeps go, it would completely kill my base, unless I canceled the spawning creep and spawned an attacker to kill them.
This seems like something that shouldn't be required in safe mode.
Since PTR is still on an older version, it may still have the bug where Tombstone.creep.toString() throws the error too, if you are using console.log or something on Tombstone.creep that can trigger this (This is already fixed in later versions)