R1 bugs - what are your top R1 bugs and frustrations?

One significant issue that has been reported is with the older trucks, which can be a bit glitchy and prevent people from seeing clearly. This is concerning, as visibility is a core requirement for driving. I’ve noticed this problem occurring not just in Room 1.0, but also in Room 2.0 and other environments.

Another problem I’ve encountered is when I use the delete everything feature in the Maker Pen to erase my dorm room. This can sometimes render the entire room unusable and prevent me from leaving, which is quite frustrating.

Additionally, the watch lag is a prominent issue overall, but I’ve also experienced significant lag spikes when opening the Maker Pen. This affects not only me but also other players, though it seems to happen more frequently to me and a few others who are facing the same problem. As someone who spends about 60% of their time building, this can be very frustrating.

Lastly, I’ve noticed that the old holotars can randomly break, which poses a significant issue for users with older rooms that depend on them. There are also instances where older user interfaces malfunction, either failing to boot up or not functioning properly at all.

You can no longer be set onto a given team in a room? can you try writing this out in a different way I don’t think I’m understanding the bug?

This affects both room types but can reflections be changed to be based on the skydome?
Pitch black skydome chip yet this metal is still reflecting the default skydome.

  1. Open your watch menu
  2. Go into SettingsMisc
  3. If Backup Room Saves is off, turn it on
  4. If Backup Frequency is set to 1 minute, change it to be 5 minutes

The reason for 5 minutes is that it gives the game an okay amount of time for a small / not-busy room to auto-save, as well as more than enough time for you to load it up and restore your auto-save. For larger rooms that take a while to load up, or that are quite complex, you might want it at 10 minutes.

Besides this, a common issue is you have too many circuits running at that moment without a proper “kill switch” (read: something to make them stop running constantly).

I’m rather frustrated that those new scaling chips don’t work on players, admittedly I don’t know much about coding but surely it wouldn’t be too difficult to make it work with players too. I mean come on, it’d open up so many opportunities for games.

As always, rooms with more people will increase the chances of a crash as it sort of has been for ages. Im not certain of how the ink / shape count would change it but chances are that the chance of crashing would increase with more shapes.

I also couldnt say honestly if this is a rooms 1 or rooms 2 issue as i almost exclusively find myself using rooms 1 maps.

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There are a couple things like the player’s personal space/collisions that have been brought up as potential roadblocks to this. Still would be an awesome feature to add.

Building by my self, but yeah usually It is when I have a lot of objects in a room, especially when I am working on higher quality projects. And occasionally when I want to edit an animation or get out of the menu, I receive frame drops.

There is a bug where, when you save the room or reset it with RRS assets in it, the game begins to behave erratically. The player avatar starts to transform completely, and depending on where you look, the avatar can even disappear. While this is happening, you cannot pick up or interact with anything at all. Even using the Maker Pen during this state is very glitchy. This has been a problem for me and my friends, who are also builders, for almost a year now.
There is also another glitch that sometimes involves RRS, causing the windshield to become completely non-transparent with no way to fix it. It can also happen sometimes when recoloring the vehicle.

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As an example that Mojang had to fix for Minecraft (Bedrock) is when people could use whatever custom 3D models on official (Partnered) servers. Players who had such ones would be unaffected by the issue while other players had to deal with it, which provided one or more of the following situations:

  1. Obscure the view of others (a huge grass block preventing you from seeing where you need to jump to / etc. in a parkour map).
  2. Lag other players’ game clients and heat up their system (which is not allowed by gaming console makers rules).
  3. Crash other players’ game clients, or their entire device (may automatically reboot, but not promised).

A bug i have been experiencing is the text wont look at a player even though I have that setting turned on. It only starts to look at a players once they take out their makerpen, they dont have to select it, just pull the pen out.

I keep being taken out of edit mode when when I’m making a model

Collisions work fine if a player is in a wall, and self scaling already exists, so I don’t think it would be an issue at all.

One of the things i dislike is that in rooms that are almost full or in limitsv2 when you use an emergen y recovery sabe every pistón,clamp,look at,etc… disconects

I also dislike the fact that some gadgets are rooms 2.0 only,i understand that the replicator IS rooms 2.0 only but what about the grabber?

One last thing i hate is that now rooms 1.0 have an absurdly amount of server crashes,the screen just goes black and kicks everyone in the room,this applies to public,private and even REC room originals rooms

The self scaling was the main thing that made me think it’d be possible.

The tube control point bug where sometimes when you edit into a tube and then back out, the points are still visible. Sometimes editing into the shape using manipulate makes them go away but sometimes its permanent until you leave and rejoin the room or save. When makings things with alot of tubes all together they get in the way and make it hard to see.

Randomly when I’m building and when I’m doing circuits the green highlight of shapes and circuits will randomly disappear and reappear after a while. I play on Steam, I don’t know if this happens on any other devices. Its very inconvenient and annoying…

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The animation gizmo is broken.

When it comes to configuring the speed on it, you cannot go lower than 100 or over 100.

There aren’t any more issues with the Animation Gizmo I could think of right now, but I know there are others, and if you guys know, feel free to reply.

Here are some bugs that are still in the game from a Google Doc i got you’s to look at after a previous AMA. They each say whether they exist in both R1 and R2, or were too difficult to recreate on purpose to test. I’ll put them in a bunch of collapsibles so i don’t clog up the page too much, and attach oldish videos of each that i had.

Clone tool click not working, only hold

Hard to recreate/test — Clone tool sometimes only works when held for a long time, a simple press where it automatically places the clone right next to the original object won’t work when this happens, requiring you to hold click, making the cloned object appear where along the “axis line” you were pointing instead.

(usually a simple click will just place it perfectly next to the selection bounds, this can be very useful for lining up grids of things for example)

https://drive.google.com/file/d/19T5i5no0s4wqn01vWN_F6pk5DZEtA70W/view?usp=sharing

Scale tool inaccuracy

Hard to recreate/test — Scale tool sometimes not letting you scale something further up/down, the white dot on the scale line becomes inaccurate, sometimes moving wildly far when the object barely changes size, and sometimes moving only very slightly when the object scales to be magnitudes larger or smaller.

https://drive.google.com/file/d/1s_wuuyj9vk_QVAqlT-rz26Injuc6Zzca/view?usp=sharing

Clipboard Image

R2 and R1 — Copied selections of objects in the clipboard menu always show a picture of a completely different position/rotation than your pen, camera or the copied object. Messing around with it i think the Y value of its position might be inverted? I copied something far under some terrain and the photo was above the terrain, but when i copy something above the terrain the picture is far below it.

https://drive.google.com/file/d/1iY-qLqNY8r5ARUiRAPPwYVacSgl2ali3/view?usp=sharing

Wire tool beam goes through chips that are near walls

R2 and R1 — When pointing the wire tool at a CV2 chip, if the distance between the surface of the chip and the wall behind it from that angle is about 10cm or less, the maker pen beam goes straight through it and stops at the wall instead. This can be a little bit annoying when doing circuits because if you want to select a chip to open its configure menu, you have to swap tools now, rather than just clicking the body of the circuit and swapping to the configure menu.

https://drive.google.com/file/d/11MGDIt0G2umlV4njvF_4DyW1Rx2a6t_7/view?usp=sharing

Innacurate or random “center pivot” mechanic

Hard to recreate/test — Sometimes pivots just don’t want to rotate correctly. I’ll configure a container and place a small cube in the middle for the good old “center pivot on selection” trick, only for the position to be correct, but the rotation to be waayyy off. Even if i don’t modify the cube in any way and just try to center the pivot on it again, the pivot will end up in a completely different incorrect rotation. I can sometimes force it by creating a separate container of just a cube with a desired pivot, and merging those, but sometimes even that does nothing and it just makes the merged object have the undesired random pivot, no matter which order i select the two objects to merge.

https://drive.google.com/file/d/1Hkalnc1IkTxqAT5wS0fAesRer9oCc81N/view?usp=sharing

Tag order not being checked when object is reset

R2 and R1 — Tags don’t properly reset in this specific scenario that i’ve found that’s existed for at least a couple years; when you reset an object, it only checks if it has the correct tags before deciding if it should reset the tags, not if they are in the correct order. If i have a chair with 2 tags, A,B, then remove A and add it back making it B, A, they will remain in this order when i try to reset the object, only resetting the order if i remove one of them or add an unbaked tag.

In R2 there is also a bug currently that makes resetting a rec room object with circuits flatout not reset its tags

https://drive.google.com/file/d/1WN45lncyoBapVNsf7qORjFgFb5gnMezj/view?usp=sharing

“Variable Changed” events in inventions become undefined

R1, have not tested R2 yet — Event receivers using the “variable changed” events become undefined when spawning an invention using them into another room, even if the invention contains the variable they are referring to. I believe this is an issue with saving the invention, not spawning it, as i swear i have old inventions from years back that still spawn with no issues, but new inventions that i create always do have this issue. Recently this has begun working normally again for variables/events inside circuitboards i believe, but it still happens if they are not in a circuitboard.

https://drive.google.com/file/d/1TyS7l6SBQYQvcr0UKpEP61lHvOMxMdzV/view?usp=sharing

Transform tool scale nubs’ visibility are less accurate

R2 and R1 — The transform tool’s scale nubs that you click and drag to scale things, don’t as accurately assume when you would want to use them as they used to. I can be looking head-on perpendicular to where one of the nubs should be, and it either simply won’t appear until i’m at a really inconveniently close distance from the object, or will appear at the center of the object with the arrows and rings rather than at the end of it, despite me looking at the end and/or being far closer to it.

https://drive.google.com/file/d/1AjFafkd2LQ5sPWChqp_W_XYRlMsdjr2C/view?usp=sharing

Overlap Sphere’s limit picking up in-container shapes

The Overlap Sphere chip seems to have its limit of max number of detections affected by shapes in a container, not just containers on their own. Let’s just pretend the limit is 100 objects it can detect. If i have a merged object that is made of 100 cubes, and i have 5 prop swords, i can detect the merged object on its own and the collision data will say it found 1 item, and i can separately detect the 5 swords and the collision data will say it found 5 items—but if i try to detect all 6 of these items, the merged object puts it over the limit and so it refuses to detect any more objects like the 5 swords even if they are well within range.
I will send a video of this one later, i do not have one on hand.

Animation Controllers cannot naturally have their authority set

Animation Controllers cannot have their authority set with the Take Authority or Set Object Authority chips. The only way to force it is by making it the child of one of the clamping components. Also it is a bit annoying that they can’t be given tags for some reason. Makes us need to use their object boards when “Rec Room Object Get All With Tag” or “Rec Room Object Get First With Tag” would be way more resourceful.
I will send a video of this one later, i do not have one on hand.

Played audio freaks out when room reset event is sent

Sometimes when a room reset event is sent, audio playing at the time begins to get very buggy and loops a half-second bit repeatedly and often very loudly. The audio i thiiiiink can be fixed by pausing the audio player playing it, but if it is instead deleted the sound jumps around to different audio sources in the area like unrelated audio players or holotars.
I will send a video of this one later, i do not have one on hand.

CV1 When Saving The Almost All CV1’s are disconnected