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    Technical Issues and Bugs

    • Downgrade notification on RCL 2
      • deathx91

      4
      4
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      Thanks you very much Artem
    • Rooms no longer downgrading after upgrade
      • Dissi

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      4327
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      Cool, had a feeling it would be above the CONTROLLER_DOWNGRADE constant for that level.
    • Wrong type for Flag.color
      • NhanHo

      4
      4
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      5186
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      This page contains the correct info: http://support.screeps.com/hc/en-us/articles/203079181-Flag
    • Cannot update script through editor
      • Voxera

      2
      2
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      2344
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      Got it working.   Had to close the whole browser and reload, not only the window with the editor.
    • Simulator memory leak/management issue?
      • Ardagan

      4
      4
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      6081
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      We've deployed some optimizations regarding this. Please report if you still experience this issue.
    • New Zoom Feature Prevents Scrolling on Display Menu at Closest Zoom
      • Hernanduer

      2
      2
      Posts
      2779
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      Fixed.
    • RoomPosition.lookFor(LOOK_TERRAIN) returns a string instead of an array
      • Valerian

      4
      4
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      5217
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      Thanks for reporting, fixed.
    • Map issues - No sources in rooms surrounding E5N25
      • Dissi

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      1585
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      Thanks for reporting, fixed.
    • Bug in moveByPath
      • DoctorZuber

      4
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      4359
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      which... I think I understand now.... I was misunderstanding how the serialized path is constructed slightly.   252551111 does not mean start at 25,25 as one might naturally expect. It instead means start at 25,24 and move as follows.   Move down (5) to 25,25 Move up (1) to 25,24 Move up (1) to 25,23 Move up(1) to 25,22 Move up(1), to 25,21   Furthermore, it's smarter than one might expect for a simple serialized path, and will realize you are already at 25,25 and skip the first move accordingly. 
    • Player Respawn Removes Other Players' Flags in Rooms
      • Hernanduer

      2
      2
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      2841
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      That text bug has been reported no less than three times now
    • StructureSpawn.spawning not updated same tick
      • ZeekDaGeek

      2
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      3244
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      StructureSpawn.createCreep does not create a creep that very tick. Like all commands, it actually begins on the next tick. Unfortunately only Creeps allow you to cancel a pending order (it would be nice if that could change), and if you want to remember what orders you have made this tick you need to keep track of it yourself. What does happen immediately when you use the createCreep command is the adding of the optional memory object into Memory. But the actual creep creation has not begun, and so StructureSpawn.spawning is correctly false. It's not hard for you to manage your own flag on whether you have ordered a creep this tick or not.
    • Huge (and unstable) Cpu cost of createFlag() function
      • Autsider

      3
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      4169
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      Maybe you should do your own flag name pool system?
    • Extreme increase in CPU usage with the same script since the Withdraw update
      • Dissi

      17
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      13151
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      Hm, I see, but what real-world scenarios would involve spawning a creep in the middle of iteration through Game.creeps? Seems like bad code organization anyway. Spawning copy of soon-to-be-dead or some other creeps? Not doing it, but someone might.
    • Missing source keeper lairs
      • tedivm

      1
      1
      Posts
      1390
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      No one has replied

    • Using withdraw on an empty link yields OK instead of ERR_NOT_ENOUGH_RESOURCES
      • Dissi

      2
      2
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      1515
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      Thanks, fixed.
    • lookAt*(top,bottom,left,right) out of bounds error
      • Hernanduer

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      2857
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      I can confirm this, i also ran into this. I'm getting "Error: look coords are out of bounds" with lookForAtArea() on room edges.
    • GCL leaderboard isn't increased with boosted creeps energy.
      • Dissi

      2
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      1676
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      Thanks for reporting, fixed. Also, "Energy spent on control" now renamed to "Control points" in the Overview stats, it takes boosts into account.
    • calling a failing createcreep causes memory issues
      • Primoz56

      3
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      Same, although I can circumvent by pre-checking all creep creation conditions myself instead of relying on the creep creation function.
    • Bug in Creep.pos.findClosestByPath with array
      • th_pion

      2
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      2334
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      Thanks for reporting, I can confirm this. It will be fixed in the Monday's patch.
    • screep.carry.energy show 50 units while right panel for creep clearly show it is not carrying anything
      • grandpa_sam

      5
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      Moderately surprised it even allowed him to modify that property. 

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