General Nitpicking Thread

you cannot see how many event coins you have if in the main menu or in a gameworld, as you cannot check your inventory.

Making this a separate reply for a separate nitpick, there’s a small oversight in SDNL that really bugs me.

When a person has armor, usually the damage indicator displays as purple to show you hit armor and not health. However, if you do MORE damage than their armor, it displays as the normal red damage indicator.

For example, if your enemy has 10 armor, and you shoot them for 20 damage, the -20 damage indicator will be red, not purple. If you then hit them for 80 damage, you’ll be really confused as to why they haven’t died, because the game never told you they had armor!

It’d probably be better if breaking their shield gave you some kind of indicator, or maybe show the damage indicator for both health and armor at the same time so you know how much damage you ACTUALLY did to them.

2 Likes

That plane is sitting in midair motionless…

Those nutcrackers are blocking the Game Worlds in progress.

3 Likes

Fireball emote spawns confetti at your feet instead of at your hands. has been an issue for a while now

5 Likes

these “colored” vases in Sweet Suite Furnishings are all the same! literally unplayable

3 Likes

Yeah, the names used to make more sense way back when before colouring was a standard feature on items. I’ve thought of different ways to tackle this, the most obvious being to rename them but idk how you describe these shapes accurately lol.

The other, slightly nightmarish, option would be to retire all but one of the vases and turn the rest into variants. This would be MUCH simpler on Condo builders and newcomers in the long-run when it comes to (re)decorating. A similar conundrum exists with the Christmas Snow Piles and Canvas Piles as well.

1 Like

I think as long as the names are different it doesn’t matter how accurate they are. However, these are the closest names for these shapes of cases from left to right:

Bottle Vase

Gourd Vase

Beaker Vase

Bud / Narrow Neck Vase

2 Likes

His spikes are still there, but his shell was…

Sundae Scary Sundae :eye: :scream:

Poor little yellow birb was too biggy on the dragon’s head.

1 Like

The holographic snowballs are floating outside the canon.

The shipping container uses ordinary wooden door SFX.

4 Likes

It’s just high quality shipping doors you can rely on.

3 Likes

Every pool cue rack I’ve ever seen IRL has been designed to be wall mounted. If you image search, you’ll find a majority reflect this:

Yet the one in-game has this stray cue just leaning off the side, making it look silly if you put the item off of the ground.

This is one of those things I’ve intended to artpass and add variants to but haven’t gotten around to it, I might try and squeeze it in for this bug roundup update

7 Likes

Don’t know if this is a repeat but “games” isn’t capitalized like every other tab in Toys/Interactive. Little silly thing.

3 Likes

I am very fond of making stuff with the I/O system. I am also very unfond of the I/O system. Here is a not so short list of grievances I would nail to the office door.

  • Physics props when respawned Via I/O will still respawn again with their “Respawn After Thrown” property.
  • Counters can only be told to Add or Subtract preset amounts and cant do math with other counters. This makes any advanced I/O projects extremely tedious as you end up using hundreds of comparison gates to act as If statements for correct math.
  • When attempting to do many math operations per second (in my tests around 12) counters start to fail. The minimum time you can delay to get 100% success rate (at least on my machine with uncapped FPS. No telling if this is hardware dependent) is a delay of 45mS which can lead to huge hang ups for complex I/O contraptions that must wait for the math to be completed.
  • You can only directly wire one logic signal into an AND gate using the connections tool on the glove. You must then manually open the connections for any other object to get two signals to AND.
  • For the sake of not having 500 nots please add dedicated NAND and NOR gates. These things really add up quickly.
  • Remove the sheen on logic components or add a toggle to the graphics menu. This is not only needless waste of computer resources but my eyes are starting to burn from staring at it all day.
  • The way movers I/O is setup is actually the most un-user-friendly and unusable components.
    • You can’t set the destination in part or whole through copying of counters.
    • You can’t GoToFromHere or GoTo to the set destination.
    • You can’t SetSpinRate from counters.
    • You can’t addRotation or setRotation from counters.
    • Mover Controllable can’t MoveForward by a distance defined from a counter.
    • Mover Trains and Mover Path are both poorly documented. Bless anyone who can use these effectively for anything but making rollercoasters.
    • All Movers lack an “Move in relation to world origin” switch in their properties that would make them more user friendly.
  • Toggle Modules lack a “Persistent Save” property, and if this is base functionality it doesn’t often work, and I/O objects further along its line will not realize if its true or false until something else in parallel reminds it that it is indeed on.
  • Most objects that are interactable require an inbuilt “Disable Interactions” property that removes your ability to press E on it. Putting an invisible button volume with no prompt message over every light source or purely decorative door gets old quick (and clutters your item finder and view while building)
  • Weapon Strip Volumes should enable or disable the equipping of weapons upon passing through it. The current functionality of simply de-equipping items while inside of it is not useful and should probably just be merged with the “Allow Weapons” Location Volume property.
    • Whether or not Weapon Strip Volumes affect Weapon Pickup gained weapons should be a property within an improved Weapon Strip Volume.
  • Media-Players should be able to identify a playlist link and sparse out and queue each item from a playlist individually.
    • This functionality should be restricted to Media-Admins if ever added.
    • This has less to do with I/O but is functionality that currently must be re-created using I/O. Personally my method is many media players with playlist mode, Media Volumes, and a system that listens for the last Media object you threw and attempted to play. This is needlessly complex.
  • SDNL Armor Pickups do not work outside of SDNL. I really don’t see an issue with why these would not work as they are just over health mechanics and the health bar does indeed exist outside SDNL.
  • Most Volumes can not interact with I/O to dynamically update or change settings on them.
    • If you do allow I/O to change these settings, please allow copying of counters to these values. Do not repeat previous mistakes.
  • Trigger, Teleport, and other similar Volumes should be able to output what exact Player they are affecting or should affect in a I/O connection, as well as store such information for later in a gate, maybe by assigning each player a number when they join that all I/O components recognize as them. That way we can just use counters and not worry about any new gates.
  • All I/O components should be able to list all incoming connections on a tab, and you should be able to click on and edit the component it came from within that tab.
    • To this end the Tower Glove “Show All Connections” should show, and color code both incoming and outgoing connections.
6 Likes

I think most of this can go there if you want them to be fixed : 2026 Longterm Bug Roundup Thread

1 Like

There’s a lot of nitpicking in the Coin River in The Warp Zone. I was wasting my life to earn tickets just to get the Wowozela.

I can count three strikes from this coin-pushing arcade machine:

  1. All trap doors are tilted, making the coins to slow down speed, or they stop the coins while getting contact with it.
  2. The 2nd trap door (located right next to the letter R) always opens and closes second, completely out of sync with other trap doors they’re all in sync.
  3. While on the same subject, the 2nd trap door is a pain in the ass. Once the trap door opens (which is out of sync with other trap doors) causes the coins to get stuck in the area where the letter I is located. This give me an anxiety attack when I see it every time the coins are getting stuck thanks to the 2nd trap door that are out of sync with other trap doors.

I always swear to god when the TU devs came up the idea to make a coin-pushing arcade game just to frusturate a lot of gamers. See this might go wrong?

Most of these are not bugs. The only ones you could say might be bugs is the physics respawns which seems like an oversight not a bug, and the thing where counters have a 45-48mS period where they will sink any further math operations which is simply a limitation of the gates I personally don’t like (but can be circumvented by storing all values in binary and creating logic gates to do the math, which has like a 5mS delay but is a pain to wire and set up, and also you have to store all values as a large amount of bool switches.)

My post being liked by the devs probably means that was the right place to post these. Just my point of view, Besides this, yeah nothing much more to add, I guess. :thinking:


No one has probably noticed nor have they cared up till now…But the Sliding Pane Glass Door’s handle is offset unevenly creating a pinch point for fingers grabbing the handle from the inside. Also adjusting the glass color has very little effect when turning down the Opacity of the door causing it to always be nearly black (but this one might be a bug).

Also there is no option to make the glass on this door and other doors Frosted. 0/10 would smash the glass again.

2 Likes