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    Technical Issues and Bugs

    • inconsistency in Creep.carry
      • R33T4RD

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      No need to build separate cases for this because a simple if will handle them both.   http://stackoverflow.com/questions/5515310/is-there-a-standard-function-to-check-for-null-undefined-or-blank-variables-in
    • Steam user CPU Limit
      • Matt_Eagle

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      This was due to an error in the subscription server code. It is fixed, the issue must be resolved now. Your CPU is set to 10. Game.cpu.limit will be 50 as it shows your GCL limit, not the actual account limit. Game.cpu.tickLimit is more representative in this manner.
    • Oddness for fatigued creeps at borders
      • chad3814

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      I'm also affected by this strange behaviour.... It is really annoying to have creeps going forward and backward between the rooms, while other are going trough without problem. The issue is the fatigue which is zero when in the wrong room.... The creep should wait at the border when fatigue is >0 and not changing room back... How can this be solved by script ?
    • Map Display Bug
      • Anitox

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      OK, this bug must be fixed now.
    • Downgrade notification on RCL 2
      • deathx91

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

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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

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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

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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

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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

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

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

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

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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

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

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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

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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

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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

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      No one has replied

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

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

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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.

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