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    Technical Issues and Bugs

    • Solved Immortal Creeps Bug (portal related?)
      • Tigga

      6
      6
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      5896
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      This issue is fixed, thanks again for reporting.
    • Solved StructureSpawn causing "circular structure" error on JSON.stringify()
      • SemperRabbit

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      34
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      74468
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      @artch said in StructureSpawn causing "circular structure" error on JSON.stringify(): We can add RawMemory.autoCreateObjects boolean property which is true by default, but you can change it to false before accessing Memory first time on the tick. I think it should be false by default, but if there were an option I can use to prevent this, I would be absolutely ecstatic.
    • Unsolved Creep squashed by spawning creep when other spots were available
      • SteveTrov

      7
      7
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      7649
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      Another instance of same issue, link for tick immediately proceeding event: https://screeps.com/a/#!/history/shard2/W9N41?t=5263598 Edit: Oh I see what happened to me was not the same issue. There was nowhere else for the enemy creep to go
    • Solved Attack notification if I dismantle my structures
      • wischi

      3
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      Posts
      4714
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      Unfortunately that doesn't really answer the question why dismantling my structres with my creeps is considered an attack or PVP action.
    • Unsolved Creeps blocking my miner during safe mode?
      • fihercho

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      I thought the point of safemode was to prevent all hostile actions? I assume their move parts still work so they have a chance to escape, not so they can harass with it.
    • Unsolved WebGL text is blurry
      • Mayumi

      1
      1
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      2416
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      No one has replied

    • Solved Dismantling walls gives no energy
      • JBYoshi

      4
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      5034
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      I didn't notice that. Thanks!
    • Unsolved Source Keepers are not moving on shard 0
      • Geir1983

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      5125
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      @gankdalf said in Source Keepers are not moving on shard 0: Isn't someone still waiting on feedback for their implementation of that? @PostCrafter
    • Unsolved Spawn Blocking in Safemode
      • Gankdalf

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      4062
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      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.
    • Solved IVM - PTR - Error, could not find an object with ID
      • Chobobobo

      5
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      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)
    • Solved IVM - Script initialization timed out
      • SystemParadox

      3
      3
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      4383
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      We've deployed some server tweaks, this should happen less often now.
    • This topic is deleted!
      • pheonix

      1
      1
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      1
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      No one has replied

    • Solved Creep spawning overtop of hostile creep
      • Threen

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      Thanks @tigga, that makes sense. I've just found a previous discussion about it as well. https://screeps.com/forum/topic/273/discussion-spawn-insta-kill-mechanic Seems wrong that a small creep can destroy a large attacker creep. If I build 7 bulky walls around my spawn, I could kill any melee attacker that didn't know to kill the walls before the spawn...
    • Solved LookAt not working
      • wages123

      9
      9
      Posts
      9651
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      I'm also getting this error in PTR, given lookAt(14,24) which is a normal position in the room: TypeError: Cannot read property '24' of undefined at _lookSpatialRegister (:14286:77) at Object.lookAt (:14380:9) This is with IVM enabled
    • Solved Player badges are broken in world view (Firefox 59)
      • tynstar

      6
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      Thanks a lot, @artch! I simplified the code a bit more and filed bug 1446634.
    • Unsolved Global cache resetting every tick
      • Aramang

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      2837
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      No one has replied

    • Solved Shard1 is down (URGENT)
      • Crusher48

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      4852
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      Thanks for reporting, but we constantly monitor shards status, and have notification system in place. No need to create such topics.
    • Unsolved All ramparts flicker when a single rampart is destroyed/decays.
      • Rurik

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      1
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      2826
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      No one has replied

    • Solved I broke the game!
      • Rurik

      4
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      5081
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      Thanks for reporting, fixed in this commit.
    • Unsolved IVM: moveTo and findPathTo returning ERR_NO_PATH
      • Frenchie4111

      2
      2
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      2239
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      Please provide a minimal self-contained test case reproducing this. It is likely that some of your code interfers with it.

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