Summary
Here is a current list of all, easily repeatable bugs that directly prevent creators from making their maps correctly. These are also only bugs that I am aware of, this list is constantly changing!
/!\ Devices /!
Score Manager will sometimes not fire when used from a Player Reference Device
Score Manager will sometimes refuse to fire an entire session when recently placed and modified (resetting the game is the only fix)
Player Reference device will sometimes lock up if swapped between multiple players quickly. Preventing events from being sent or received.
Prop Manipulators on thin, transparent items will not show an outline on the object it is effecting, resulting in an impossible to-read know of what is being effected. The only work around is to use the zone, or constant play-tests.
Mutator Zones do not properly track creatures inside of it’s radius.
Mutator zones require a player actor, when they are global devices (this means they can act on their own without a player triggering something to enable or disable the device. The player being in the zone is the Mutator’s Zones activator, not the player must be received)
Volume Devices incorrectly count creatures, and do not interact with timer devices (timer objective, timer device, and triggers with a reset delay) correctly.
Devices in general have a chance to entirely ignore any incoming messages without a player.
Creature Spawner and Creature placer can still place through walls or props when the setting is disabled, resulting in some incomplete interactions if the player is required to defeat the enemy that is spawned. This issue is most commonly seen with “building to prop”.
Melee Weapon Spawner/Creator does not deal correct damage numbers, or does nothing at all. Only the basic sword and hammer act correctly. Attempting to change any value done to NPCs and deal none to players, will result in damage done to NPCs to zero. Additionally, non-preset numbers (increments of 5) will also exhibit the same behavior as the other bug related.
Melee Weapon Spawner/Creator does not correctly maintain custom names, rarity, and stats when set in the player’s inventory. They must be picked up to maintain anything. If they correctly spawn in the first place. No matter what, custom names are always incorrectly shown as “basic sword” or “basic hammer”
Triggers cannot activate without a player reference, despite them being a modular device. (This means they can react to player input, but also can act globally). The only exception is if they are activated with water or at game start.
Barrier devices will sometimes unload and allow players to pass through areas they should not, or will become invisible when set as a backdrop if the player is far away enough from the center.
Barrier devices ignore the message “set player to ignore barrier”. This setting/option does not work at all.
Barrier Devices and Mutator Zones are not selectable/moveable/copyable when their hitboxes are set beyond 1 x 1 x 1, resulting in jank and the inability to correctly place devices once placed.
Pop-Up Dialogue, Voting Options, and Skilled Interactions can sometimes lock the player out of movement if the player exits the menu too quickly
Voting options device does not correctly pass the player that recently voted with the “on vote” options
When using a Volume Device to pass to a trigger, player information in a queue is not correct, and is often in a random order rather than the order of the players entering, or most recent player.
RNG Device’s zones do not correctly activate many devices.
Water device does not correctly activate player based events 100% of the time.
Sometimes the player is ignored, or requires an additional interaction.
Trackers will not activate from a mutator zone if it is not active for longer than .5 seconds.
Trackers set to end the game will sometimes fail, and result in an incompletable game if that is the only way to end the round/session.
Game End device will often fail, and will pass the wrong team as the winner if using a custom winner. It will still use the game’s defaults to determine the winner. Trackers do not have this problem.
Explosive Device’s VFX is tied to the size of the object, not the explosion radius.
When moving a prop between prop movers, it will occasionally fail to move the new prop it it’s zone. This also applies to prop manipulators set to effect things in a zone.
Damage Volumes can unload if the player is far away enough from the center, resulting in their information not being passed, taking damage, or having the VFX on their character until they get closer to the center of the device.
Consumables still has many items that cannot be selected with the phone, deleted, moved, or consumed. Namely the banana. This issue was reported by me over 2 years ago.
Audio Player and Radio devices set to play at a player’s location will now ignore distance settings, and will play globally instead.
Channel Device is a useless device, as it does not fire any events that are not player bound (and currently, global events are bugged)
Video Player no longer has a distance setting as it used to have. Any audio played from this device is global no matter what now.
Nitro Barrels are no longer activate when sprinted into. Additionally, the effect is only given the player AFTER they sprint after destroying it, not immediately.
Class Designer no longer has parkour options that were previously there, breaking older maps. These settings are Combat Roll, Wall Climb and Wall Jump.
Class Designers made to override player’s movements from older movements with everything enabled to only the basics does not work correctly, and will still allow the player to do combat movement.
Any device that grants items cannot have their inventories cleared anymore. The option does nothing, and kicks you out of the device menu.
Class Designers can fail to correctly change your team if you set the team number to a large number in a single player session.
Matchmaking Device will now fail to send multiple events to disable and enable matchmaking at certain stages of the game after the second round. No workarounds exist for this. Maps are shut down in round based games if you manually enable and disable matchmaking to fair times in your islands.
Matchmaking portals no longer support versions, yet the official documentation still states it is supported. This is further supported by version numbers existing on published islands next to their code.
Changing Booth still players the Stormtrooper animation when exiting the booth.
Specific source of damage are not affected by the Damage Amplifier powerup. (Business Turret, Stink Bow’s AOE, Wasp Jar AOE, Fire afflicted by a player, Explosions from Explosive Bow, Consecutive grenades from the new grenades)
Port-A-Cover, Port-a-bunker, and Cow Catcher are unable to be placed on Modular terrain, and specific OG terrain galleries (not all)
Terrain pieces from Chapter 4 and beyond have rendering issues, and have an incorrectly set render distance.
Player Tracker’s VFX can still show on a player when disabled and only have the overhead display set to show.
Player Tracker will ignore nameplate settings, class and team settings, and if it is visible to the instigator or not. The overhead title and tracker will only appear if nameplates are set to always on.
Tracker does not correctly recognize all bow types, and only register crossbows when tracking bow eliminations. The only exception is the Mechanical and Primal bow.
When cutting a Billboard device, it will not update it’s placement when pasted. This effect does not exist when copying the device.
Chiller Traps do not carry momentum from the player correctly anymore.
Ice Block traps do not make the players slide correctly.
/!\ Island Settings /!
Players cannot correctly give edit and play permissions. They must set it to public, or only themselves. Previous islands that gave specific players edit permissions cannot remove them from said people.
Disabling over shield will not hide the HUD element from it if a player returns to be HUB, or leaves the game.
Changing the harvesting style to “Save The World” does not correctly change the material gain modifiers on Save The World adjacent props.
Debug commands no longer spawns NPC onto the player, making player specific events impossible to test.
AI was removed from the Debug NPCs, you can no longer make them follow you using the Communication tab in the emotes section.
Publishing from the game menu will sometimes result in an incomplete publish if the changes are large-scale. Resulting in the website being needed to use for more serious creators.
“Show Top Center Score HUD” will often fail and not show proper score. It is also seen on the domination gamemodes.
When the HUD Info type is set to “Round Status” the UI will simply not exist or appear.
When the HUD Info type is set to “Objectives” on maps with more than 6 objectives, it will become confused and refuse to show any objectives past 6, and sometimes will randomize what objectives are shown. However, this bug is inconsistent.
If an island has “Last Standing Ends game” and “Victory conditions” set to be different. (I.E Victory Condition set to score and not last standing or eliminations) the game will often ignore it, and reward the round win to the last player that was standing anyway.
/!\ Creative Specific Bugs /!
Creative replays after the first round of a map, results in a frozen, un-usable replay.
Creative replays do not re-load the entire map correctly if the camera is moved, or if the player is teleported.
Creative (the mode) custom keys do not work correctly anymore, they are simply ignored.
When someone leaves and returns to the lobby, the “Ready Up” message appears on your screen until you “ready up” for a mode you are currently in. It always results in an error if you are the party leader.
When a player joins mid-round on an on-going creative mode map, they will sometimes fail to “spectate” if set to “when match is ongoing spawn in on → Spectator”. Resulting in a workaround of a kill barrier once a match has started.
Older creative maps with the old skydome device will now show incorrect settings, and will mess with other devices on the map.
The Hud Manager device bugs out on older maps, resulting in them now always being active at the start of the match instead of respecting their settings. This issue is not present in currently updated and maintained creative maps.
Vehicle skins are broken in creative again on drivable modern cars.
Terrain from Chapter 5 and 6 do not show the correct color of grass.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
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Expected Result
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Observed Result
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Platform(s)
All platforms using Creative 1.0
Additional Notes
This was after 3 days of putting my own bugs after years of reporting issues, and the reddit community reporting more bugs to help me out.