ReferenceBy IDLE_DIRECTIVE Guide EditorialPublished Updated

Launch Troubleshooting and Known Issues

A current version-first checklist that separates confirmed fixes, attempted fixes, and unresolved causes.

IDLE_DIRECTIVE opening interface with Status and Actions panels
First separate a version problem from an energy, connection, or save problem.
Table of contents

This checklist was reviewed on August 4, 2026 against v1.0.8. It separates confirmed fixes from attempted fixes and problems the developer explicitly says may still have more than one cause.

Confirm the version first

Update the game, close it completely, and reproduce the symptom once on the current version before rebuilding a grid or abandoning a save. The current status is:

Symptom Status Player impact
Opening Augments while the Map renders causes a crash Fixed in v1.0.7 The identified thread-related crash path was corrected
Other random crashes Partially fixed v1.0.7 and v1.0.8 removed known possible sources, but not every crash cause is claimed solved
Energy stops at 9.9999999999998 Fixed in v1.0.7 The floating-point capacity block should no longer stop energy growth
Replicator stays stuck after Materials Case contents are consumed Fixed in v1.0.7 Newly emptied space should notify the Replicator/Crafter chain
Task Items stay after delivery while Augment or Offline is open Fixed in v1.0.8 The identified screen-transition delivery path now removes submitted items correctly
Map fog drifts away from the player Possible fix in v1.0.8 Fog rendering changed, but the developer could not reproduce the issue and did not confirm closure
Actions panel is unusually GPU-heavy Optimized in v1.0.8 Button rendering is cheaper; broader lag improvement is possible, not guaranteed
Map remains at Render 0/0 Fixed baseline in v1.0.2 The world-generation infinite loop was corrected; a current repeat is a regression

Augment and random crashes

v1.0.7 fixed the repeatable crash caused by opening the Augment window while the Map was rendering. It also removed several invalid-object crash sources. v1.0.8 removed another possible source in energy floaters and indicators.

Those fixes narrow the problem; they do not establish that every crash has the same cause. If a current build still crashes:

  1. record whether the Map, Augment, Offline, Trader, or Actions screen was open;
  2. note whether the Map was actively rendering;
  3. repeat the smallest safe sequence once after a clean relaunch;
  4. record current power and session duration if the crash appears late-game;
  5. report that exact sequence instead of applying an unrelated save workaround.

Use the dedicated Crashes, Lag, and Performance checklist for the screen-by-screen isolation order and safe report fields.

Energy, Materials Cases, and Task Items

  • If energy still ends in 9.9999999999998 and will not grow, confirm v1.0.7 or later before replacing batteries or resetting the run.
  • If a Crafter or Replicator looked completed but would not use newly available Materials Case space, update to v1.0.7 or later and watch one fresh cycle.
  • If delivery Task Items remain after the task completes, confirm v1.0.8 and record whether Augment or Offline was visible at the delivery moment.

Current behavior that repeats after those versions should be reported as a new regression, not explained with the old fixed cause.

For delivery state, reward state, and item removal as separate checks, use Task Items and Delivery Troubleshooting.

Map fog and 0/0

v1.0.8 changed the fog-rendering backend in an attempt to address drift. The developer could not reproduce the bug, so the correct status is possibly fixed, not confirmed fixed. Disable automation, choose one manual visible destination, and record the player marker and fog position if it still drifts.

The older Render 0/0 world-generation loop was fixed in v1.0.2. A failed world may take time to regenerate; if a current build remains at Render 0/0 for more than 30 seconds, record the exact version and the state before the Map opened. Do not delete the body grid or edit the save to repair world generation.

Performance boundaries

The launch fix capped formerly uncapped FPS behavior. v1.0.7 made Salvager and Harvester backend work about 10% faster, but the official notes still warn of late-game stutters around 200k+ power. v1.0.8 replaced GPU-intensive Actions button rendering, which may help large resolutions or systems without a dedicated GPU.

There is still no one confirmed fix for every long-session slowdown. Compare the Actions panel, Map, and a simple screen; record resolution, session length, power, and the active components before restarting.

Save recovery and other component checks

The specific Trader percentage-button corruption and automatic valid-backup fallback are covered in Trader Save Corruption and Backup Recovery. Do not assume that fix explains every unrelated shutdown or lost-progress report.

A non-working component is not automatically a version bug. Check connector contact, direction, energy under active load, input availability, output capacity, and a complete work cycle. Continue with the component behavior reference or the inventory diagnostic.

Older confirmed launch fixes

v1.0.1 fixed uncapped FPS, an early hard-lock when Traders spawned too close and disabled Scavenge, and swapped Initial Body Size / Initial Inventory Size Augment text. The developer also marked the launch POI pickup-after-Augment report fixed. If a similar symptom reproduces now, report the current sequence rather than using a destructive save edit.

Related guides

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Fixed v1.0.8

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