Dreams Bugs šŸœ

With such a huge suite of creative tools, you may encounter occasional bugs in Dreams. Itā€™s really helpful for us to hear about them! If you discover an issue in Dreams, please check to see if anyone else has reported the issue before and if someone has, comment on it with your experiences. If not, post a new bug report here!

Hereā€™s some top tips to help us track down your bug as quickly as possible:

ā€¢ Give us a brief, clear summary of the bug. If necessary let us know what you think should be happening that isnā€™t.
ā€¢ Let us know the exact steps we need to follow to recreate your bug. For example -
ā€œLoad game > go to create mode > search for banana > stamp ā€œsuper cool bananaā€ > the banana didnā€™t load!"
ā€¢ If possible it really helps if you can include a screenshot or video of the problem.
ā€¢ Let us know the release version of the game ā€“ you can find this by having the Dreams icon highlighted on the Playstation homescreen, pressing ā€œoptionsā€ and then ā€œinformationā€. The bit we want is the Version number!

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  1. text displayer can be moved even when the text displayers option aint open or hasnt been selected.

    what it use to be was to move a text box you need to select it or open its menu, now while in play mode you can always move it no matter what, this is annoying when its a big text box on the screen and always getting in the way of interacting with anything else.

    25 votes
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    bugged  ·  13 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  2. Calculators treat ā€œ8 valuesā€ fat wires differently than 2-4 values

    Create a combiner and use it to combine 8 different signals. Connect that to a Calculator, and use that calculator to multiply the fat wireā€™s values by 3, by setting the slider on the Calculatorā€™s other operand.

    Use a splitter and number displayers to inspect the values of the eight signals coming out of the calculator (or search ā€œsignal displayā€ on the dreamiverse)

    Observe that the values were multiplied by (3,0,0,0,0,0,0,0).

    Tweak the Combiner to change its type to ā€œ4 valuesā€ and observe that now the calculator multiplies by (3,3,3,3).

    I would expect that ā€œ8 valuesā€ be consistent with theā€¦

    7 votes
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    12 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  3. Wireless receiver outputs a signal when powered rather than when a signal is received


    1. Place a wireless receiver and power it with, for example a press of the cross button.

    2. Make sure it does not receive a signal, so have it set to receive a signal from a different button press or has no transmitter set at all.

    3. Attach the output of the wireless receiver to the add input of a counter with a target of 5.

    4. Start the scene with R3 and press X to power the wireless receiver.

    5. View the counter, it will have gone up even though it has received no transmission.

    6. If the receiver has no transmitter set, it willā€¦
    8 votes
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    7 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  4. Large Number Fidelity Issues

    As far as I can tell, a number cannot have more than 7 digits of accuracy. If I want to set a value to 2,374,729.4, for exampleā€”I canā€™t. The decimal place will round to either .00, .25, .5, or .75. If I try to go smaller (and use the hundredths place rather than taking up the millions place) I get the same rounding issues. This can lead to some mathematical issues in logic that might be hard to debug. Some clarification about this or an expansion of available accuracy (significant figures, I guess?) would be great. Iā€™m trying to storeā€¦

    1 vote
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    4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  5. Teleporter gizmo reset bug from early access still present


    • place a sculpt

    • surface snap a microchip on it and open it

    • place a teleporter into the microchip

    • tweak the teleporter and move its gizmo away from the center of the sculpt

    • Now move the teleporter gadget inside the microchip a little

    • the teleporter gizmo will snap back to the center position of the sculpt

    8 votes
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    bugged  ·  7 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  6. Two different signals won't work on the same puppet interface input

    I was trying to make logic for a puppet to jump only when letting go of a button after holding it down for a certain amount of time. I also wanted another signal to make the puppet jump anytime I pushed a certain button.

    I did this by using a timer gadget (to start when a button is held), a NOT gate (to reset the time when not holding a button), a signal manipulator (set to invert input when timer is finished), and a keyframe to turn on the signal manipulator after the timer is finished.

    This worked to makeā€¦

    1 vote
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    4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  7. Text box disappear when "in scene"

    Text boxes since the last undated (2.11 i think) now do not display correctly when "in scene" they disappear seemingly at random Angles when the camera is panning around them.

    1 vote
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    4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  8. Destroyer wired affected objects ignored

    A destroyer gadget will ignore wired affected objects when placed on a chip that is affecting an object.
    If the affected object(s) output is wired then the inheritance from the microchip should be ignored instead.

    Steps to reproduce:

    Stamp a shape
    Attach a microchip A
    In the microchip place another microchip B
    Place a destroyer on A or B
    Wire the affected object(s) output with microchip B
    Hit play
    Notice how your shape disappears entirely
    Expected result is only microchip B getting destroyed

    Either ignore the inheritance from the parent entirely or add an option to decide what behavior youā€¦

    5 votes
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    5 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  9. Text displayers not working until after youve entered text

    so if you put down a text displayer now it won't display on screen at all unless you put text in the first tab and then delete it.

    so if you want a no text Text displayer like just the background it used to just work by putting it down and then you would have just the background settings but now it won't display at all unless you actually you like type a letter into the Text displayer and then after you do that and delete the text it will work normally.

    2 votes
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    3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  10. Variable Modifiers - Strange Behavior

    Twice this week (and at least once during early access) I have experienced an issue where variable modifiers suddenly stop working correctly.

    The first time it occurred this week, a variable modifier set to "Add 1" would not affect the variable the first time it was pulsed. After the failed initial pulse, it seemed to work every time. When comparing the working scene to the bugged version, there appeared to be no changes that involved this set of logic.

    In the second instance (shown in the screenshot) the variable modifier set to "Get" was outputting an incorrect value. The onlyā€¦

    3 votes
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    3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  11. Variables turning to zero

    The variables in my scene are randomly turning to zero in heavy / intensive scenes.
    Is this a memory management issue within dreams ?
    You can see in the attached link , the difficulty setting in the left hand side , you can see it dropping in and out.
    This is also happening with other variables.

    youtu.be/mH8eIcPA4GA

    3 votes
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    1 comment  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  12. Teleporter sending a signal prematurely when used with a signal manipulator

    I tried to do a 'slow' teleportation by powering up a teleporter gradually with a signal manipulator. After the teleportation is complete, the teleporter should send signals for matching the target orientation and target position. This should activate the next mode with the selector and move on to the next phase. However, instead of sending the signals once the teleported puppet has reached its final position and orientation, it sends the signals pretty much right away even though the puppet has barely had time to move.


    1. Create a puppet

    2. Create a tag for teleportation and name it

    3. Open up theā€¦
    1 vote
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    3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  13. Emitter scene space direction affects speed.

    Stamp a default emitter and basic cube.
    Load the cube into the emitter and start time, the cube should shoot off at a certain speed.
    Stamp a combiner and connect it to the Scene Space Direction input. I set the combiner to 3 Numbers.
    Connect two value slider into the A and B input of the combiner. One is for the vertical Y axis and one for the horizontal X-axis. If both are set to 1 the cube is emitted at an 45Ā° angle upwards and right.

    The direction should only define the direction that an object is emitted in.ā€¦

    4 votes
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    3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  14. Wire Blend on Wireless Transmitter is Broken

    Please see attached photo...

    On the first microchip:

    The wireless transmitterā€™s input is set to ā€œWire Blend - Blendā€ so itā€™s averaging out the inputs (0.5 and 1.0) as 0.75 and displaying it properly on the gadget itself (75% of the gadget is filled).

    However, the wireless receiver is receiving the sum of these values (0.5 and 1.0) and as a result, it is outputting 1.5.

    On the second microchip:

    Iā€™m using an intermediate value slider before sending the signal into the wireless transmitter.

    Again, itā€™s averaging the inputs (0.5 and 1.0) as 0.75, displaying it on the value slider,ā€¦

    5 votes
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    bugged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  15. Resized chips cause follower inaccuracy

    Super simple to replicate.

    A total headache to experience.

    Please see the video below for replication steps.

    https://www.youtube.com/watch?v=0PXRCehKDmQ

    2 votes
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  16. Variable modifiers 'get' outputting *half* of the variable value

    Hey all :)
    I've come across an issue that has affected all of the variable modifiers set to get a specific variable that has made them all output half of the variable value. There's no blend modes on either. It's similar to the issue described here:
    https://feedback.indreams.me/forums/917431-dreams-bugs/suggestions/40270141-variable-modifiers-strange-behavior
    and it's in the same scene where i reported my previous variable modifier issue here:
    https://feedback.indreams.me/forums/917431-dreams-bugs/suggestions/40374532-specific-variable-modifiers-are-effecting-timing

    It happened just randomly i think this morning when i re-opened the scene i've been working on. I think the last thing i did to the scene was change the variables 'initial value' then save and quit.

    ā€¦

    3 votes
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  17. a bug where a follower logic at max speed (1000) on an object that you incease in size causes the speed to go bayond max speed.

    i have a square with a follower logic on it, the first bug is base on the size of the square changes the speed of the follower when it shouldn't, second bug is max speed is supposed to be 1000 but making the square bigger causes the follower speed max to be from 1000 to 9,999,999 max speed.

    this also applies to puppets.

    1 vote
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  18. Emitters are inaccurate

    Either emitters or tags are inaccurate.


    1. Create two objects, each with a grouped chip, containing a tag. (I've called my two objects cube1 and cube2)


    2. Make sure the tags are aligned on the grid and at the center of each cube, then split the scene space transform from each cube, and split the resulting position into some number displayers set at 3 decimal places.


    3. Place an emitter in the first object's (cube1) microchip, and set the object to emit to be the second object (this is why the chips are grouped with the object/sculpt).


    Here's the bug:

    If I justā€¦

    5 votes
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  19. Connectors aren't Rugged & they have Unrealistic Elastic Properties. Please give an Option to turn off the Elasticity Feature.

    I have been trying to build some realistic mechanical tank tracks for a long time now using bolts. However, I have hit a roadblock because i noticed that the connectors in Dreams are very buggy and seem to have this very strange unrealistic elastic feature to them. It makes them move in a very strange way when looking at it from a mechanical perspective.

    In-dept Explanation of the Problem:

    My tracks are made of 2 interlocking repeating segments attached by bolts. Whenever the tracks are hanged vertically or diagonally in play mode, the individual bolts unrealistically break off into 2ā€¦

    3 votes
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    2 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  20. persistent variables+ global reset is very buggy

    If you set a variable as persistent and reset on rewind off and use global scene reset. the variables will only sometimes hold their values but even weirder they start skipping around their number order and if they are below the initial value they may reset to initial value OR jump to a random value its very buggy. I made a twitr video and remixable example

    https://twitter.com/angrykirbyx/status/1232525684595183617?s=19

    indreams.me/element/oBJorLoNvSh

    4 votes
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    bugged  ·  5 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
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