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    Technical Issues and Bugs

    • Respawns, Roads and Swamps
      • hyramgraff

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      Yesterday, I managed to get back to control level 3 and when I did the roads over swamps immediately had the expected effect on the creep's fatigue. I've since respawned again and the issue has come back up. The roads decay as if they are being used, and the creeps path-finding seems to expect that the road will function but the roads do not provide a benefit before the controller is upgraded to level 3.
    • It should not be possible to delete creeps or even rooms from memory
      • PapaMufflon

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      The Game and the Memory objects are two completely separate things. Game gives you the actual objects, while in Memory you as user can store abritrary information. Basically it is a nice gesture from the game to automatically create the memory entry for you when spawning a creep which could as well be a task you have to do on your own...
    • Unable to send creep into (opened) room owned by another player.
      • PhiNotPi

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      I have a similar issue. Destroyed those protective walls in my room and left the room with a creep. Leaving the room worked well, but going back to my room, doesn't work. Left the room, if it was FIND_EXIT_BOTTOM in the code below, but in next room this it moves to the exit, but does not move to the next room. creep.move(TOP); while standing at the exit returns 0, but doesn't do anything. var exit = FIND_EXIT_TOP; creep.moveTo(creep.pos.findClosest(exit)); My room is E5S2 and trying to enter from E5S3.
    • Controller level 4 roads have only 300hp
      • nugarin

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      all good!
    • Switching between players in sim room may result in loss of code
      • JustMonkeyCode

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      Thanks chris, glad to know they respond. I'm not going to take advantage of that this time around. I think I can do a better job starting over and this time I'll be working locally using their API to post code, but just for future reference (and for other's who may run into the same issue), where did you post that rollback request?
    • BugList
      • chris

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      Looks like avoid has been tweaked, it's working 100% reliably now - I noticed since some of my code actually relied on it sometimes failing.
    • Cannot build extension when on it
      • PapaMufflon

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      This has been the case for a long time. I've worked around it by not having my builder move to the construction site if creep.pos.isNearTo return true.
    • First Time Use - Choosing your location
      • Portpoise

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      When I first started, I found a sweet room, that I really wanted, but placing the spawn failed quietly - inspecting the game comms revealed the actual error - this was one of the "closed" rooms - dimmed on the world map. So the error code is actually available, for those who want to know what happened, it's just not displayed in the UI.
    • Error moving to room controller
      • super_aardvark

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      This appears to be broken for me in Simulation Mode.
    • Cannot create construction site for an extension on plain terrain
      • PapaMufflon

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      Aha - it has to be > 4 steps away from a source!? If I had known this in advance...
    • Damaged Road Detection
      • ir0x539

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      See this another forum post with the same question.
    • creep.harvest fails when used with Source from memory
      • Portpoise

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      This happens because you can only store JSON data in Memory. Live game objects can not be stored directly. Instead, you should store their id and retrieve the game object using Game.getObjectById method: function do_harvester(creep) { var sources = creep.room.find(FIND_SOURCES); if (creep.memory.sourceId === undefined) { creep.memory.sourceId = sources[0].id; return; } var source = Game.getObjectById(creep.memory.sourceId); if(creep.energy < creep.energyCapacity) { creep.moveTo(source); creep.harvest(source); } }
    • Tooltip at sidebar->creep->body part is always 100
      • PapaMufflon

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      Chrome
    • Room.lookAtArea always returns plain terrain
      • PapaMufflon

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      I have/had similar problems with lookForAt. Strangely, it does seem to work when using the different method header. room.lookForAt('creep', 10, 10) <- does not return the correct information room.lookForAt('creep', room.getPositionAt(10,10)) <- seems to returns the creep correctly...
    • Console logs of other players
      • Shedar

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      can confirm this is still going
    • Overview screen - Exiting should return you to where you started from
      • Portpoise

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      No one has replied

    • No player 2 in custom mode
      • avdg_

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      Sure: Also note that the editor doesn't change to player 2 mode as well.
    • Passing custom objects through finder functions don't get filtered
      • avdg_

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      At least I did got in a situation I swapped the FIND_ constant with objects, this can be unwanted behavior.
    • Roads are not returned in FIND_MY_STRUCTURES
      • daiver19

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      use FIND_STRUCTURES with a filter for now
    • Forum issues
      • chris

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      No one has replied

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