- Laser Beams will sometimes, but very rarely (it either happens 100% of the time on your machine or it doesn't), drain all your crystals.
Fix: under the laser's WeaponTypes in the CFG, add DischargeRate 0.0
- Recharge Seams will avalanche and cannot be reinforced
Fix: All landslides must be defined in Fall.map. From there, in the relevant level section, set NoFallins to TRUE. SafeCaverns can remain FALSE. (Or is it the other way around...? I think it's that way)
- Slug scripts are stupid and for every slug that dies, another will immediately take its place
Fix: Do some NPL scripting. I should really get around to this Also double (or triple) the damage hand weapons do in the Slug section, that'll help.
- Manual lasers are terrible
Fix: Buff their stats. Even so, there's no way to "group select" lasers to focus-fire down regenerating monsters.
- Monsters have next to no range on their boulders and a simple electric fence will kill them
Fix: a) CanBeHitByFence FALSE in the relevant monster section in Lego.cfg, or b) get your hands on Lightwave and do some animation shenanigans. Their range is somehow tied to their animation (source: Cirevam)
- Sonic Blasters crash the game
Well, the fix doesn't work on my machine
- Scorpions, spiders, and snakes are unimplemented, and when they are, they don't die when they should
First, de-comment the CFG code. Secondly, go into Scorpion.ae (or Spider.ae, Snake.ae, etc) and add a Crumble activity (reference the Rock Monster or Slug). That should be enough to get you started...
- Tunnel Transport is buggy as heck
Current research indicates we can either a) glitch all LRRs off the map, leaving only vehicles (as happens at the moment) or b) crash the game (as happens if you let the Cargo Carrier travel on land). No known solution so far.
- Spiderwebs placed in the OL don't work, but those placed with Debug Key H do
Fix: ????
- Various stupid tiles of terrain (Water Works, Hot Stuff)
Fix: Edit them out of the map using Cyrem's Map Creator
- The hunger mechanic is a jerk
Fix: The quickest and least painful way is to go to the Support Station and set SnaxULike to FALSE (is that what it's called? it's been a while...)
- The RR AI refuses to build paths and instead picks up ore
Fix: Play around with adding Path as a priority and bug @Slimy Slug for more information as he got this working
- Notifications reset game speed and I have to go into Advanced Options every single darn game
Fix: Go to the notifications setting in the CFG and change SLOW at the end of them to NORM.
- LRRs have loads and loads of unused idle animations
Fix: Add them in the .ae, copying the existing waiting data so you don't break anything
- Game crashes randomly
level designers can help with this by making shorter, smaller levels. I've toyed around with the idea of breaking a level into two bits.
- It's impossible to get 100%
Fix: Go through every level and change the Score system to something a little more sane. Run the Gauntlet requires 40 crystals which is entirely impossible even with debug key shenanigans.