I am running into some situations where sometimes some tile logic isn't working properly when it occurs in turf.New() because things like get_step() return null at first (or some similar situation)... Some code such as
turf/New()
..()
while(world.time <= 0)
sleep(1)
//initialize here
actually initializes as expected...
I'm having troubling figuring out just what has happened before a given turf/New()
I would get around this by manually having a proc loop through the turfs...however I don't see why using New() would cause this issue. Maybe it's a bug?