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    Technical Issues and Bugs

    • Ramparts do not protect structure against dismantle()
      • tynstar

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      I repeated my test and could not reproduce the issue. Obviously I must have mixed up things the first time Thanks for the answer.
    • Impossible to respawn when only extension has energy
      • Tiantian

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      Also if you havent already, check out this link http://chat.screeps.com/ to get signed up for the https://screeps.slack.com/ slack team.There is a #help channel there where you can get pretty quick answers to questions like this.
    • UI: Remove HOSTILE construction sites ... does nothing
      • neomatrix

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      I've always found the "step on it" thing annoying. I think construction sites should be attacked, with their hitpoints being the current build points.
    • Simulation crashing
      • Crusher48

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    • normal respawning impossible for GCL > 3
      • mmmd

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      I've seen multiple reports of this since this change: http://support.screeps.com/hc/en-us/articles/115001774029-Changelog-2017-03-09 awr000 reported it on Slack this morning.   Definitely game breaking. Please resolve this asap.  
    • Memory problem with storing unicode characters
      • kshepard

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      Can confirm, I have also seen this on the private service.
    • Renewing kills unspawned creeps
      • Dewey

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      Associated pull request: https://github.com/screeps/engine/pull/30
    • Room signs failing to prevent novice zones from appearing
      • anisoptera

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      I found Dissi's suggestion of "intermediate rooms" very interesting. What about yellow/orange sectors for intermediate players. While there wouldn't be walls blocking entry, it would have some limitations to help players get established. For example - no boosted creeps (any creeps entering the zone lose their boosts), and no nukes. I could also support Tedivm's idea of signing controllers with boosts to prevent noob zones from opening. Dewey
    • Placing roads on walls
      • demawi

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      What are the side-effects of this? Can you travel the road even though the space is also occupied by a wall?
    • Confused about a market order
      • Xist

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      No one has replied

    • Replay no longer works
      • ma7hatter

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      Thanks Artem!Sorry to prod a known issue. Wasn't sure if it was a local problem or not. Goodluck with development!
    • Autocomplete window doesn't close when I switch to console
      • Nyoom

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    • Links function at too low RCL level
      • Davaned

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    • [BUG] moveTo() with swapmy rooms
      • Violaman

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      >  if this is a programming issue we need to solve ourselves? Yes, it is. > Why not just make the edge positions have a calculated fatigue value higher than swamp, but not actually fatigue the creep when it moves there.  You can do this yourself - check out `PathFinder` and its related `CostMatrix`es.
    • Bug in flag drawing code.
      • eth0nic

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      See http://screeps.com/forum/topic/695/Secondary-flag-colors-breaking
    • findClosestByRange(exitDirection) does _not_ return the closestByRange exit tile.
      • eth0nic

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      Thank you for taking the time to point this out. I forgot about the weird diagonal thing. So it basically gives you the shortest path just "biased" towards the beginning of the data structure. Makes sense but Pythagoras disapproves.
    • spawn.renew() broken.
      • eth0nic

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      It would be good if the energy consumed was just proportionate to the amount of life missing in situations like these.
    • Creep not making path to controller
      • Numbtongue

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      OK I had a further look at the problem and there was an issue with the moveTo command call. But I noticed something else that was tripping me up. I'm not 100% but this is my theory, if a creep moves into a room and you want it to move to the controller of the new room but the controller of the last room is close to the exit you just went through it seems telling the creep to move to the new room controller right after it goes back to the previous room and then the code tells it to exit again, so gets stuck on the exit.Only seems to happen on that one exit the controller is close too, so probably need code to get it to move into the room a few steps before telling it to head to the controller.Not sure if it's intended but definitely threw me off a bit.
    • [Documentation] Neither moveTo or findPath mention range option
      • WarInternal

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    • Pressing Shift+Tab to open Steam Overlay doesn't work
      • Silvus

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