BC-0160 · TROUBLESHOOTING
Editorial review 2026-09-26
Roblox Build Stops Before Finishing
When generation stops after producing part of a game, preserve the usable parts and identify the first unfinished dependency. Use the official continuation instruction for stopped unfinished work. If generation actually completed but a requested behavior is wrong, repair that behavior instead of calling the whole result incomplete.
Symptom
Generation explicitly stopped after producing some requested elements but before the game was finished.
Immediate action
Keep the partial output and classify requested elements as present, testable, missing or blocked by another missing behavior.
Diagnostic branches
- The request is stopped and visibly unfinished.
- Use the documented continuation instruction without adding new design goals.
- The recovery is still generating meaningful output.
- Let it settle before making the before-and-after comparison.
- Generation completed but an essential behavior is absent.
- Request the missing prerequisite while explicitly preserving working parts.
- A feature cannot be tested until another feature works.
- Mark it as blocked, not as an independently confirmed failure.
Least-destructive change
Retain the partial creation and resolve the earliest missing prerequisite before replacing the concept.
Retest
- The same original completion checklist is used before and after recovery.
- A blocked test is not counted as a second proven defect.
- Previously working elements are checked after the missing prerequisite appears.
Escalation
If the documented continuation path fails, carry the partial-output inventory to the failed-continuation guide. Report observed missing elements; do not assume a generation cutoff or a recoverable saved state.
Working notes
Use the original request as a short completion checklist, not an invitation to expand the idea. Separate items visibly present, items you can test, items not yet observable and items that were never requested. A missing optional decoration is different from an absent player action needed to try the game.
Mark dependencies between the unfinished items. If the player cannot reach the goal because movement is absent, a goal-completion test cannot yet establish whether the goal logic works. Record it as blocked by movement, rather than diagnosing both features as broken.
Leave the partial output intact while using the documented continuation path for the stopped request. Do not mix continuation with a redesign. After the response settles, compare against the same checklist: which missing dependency appeared, which existing behavior changed and which result is still untested?
A completed but unsatisfactory result belongs to behavior repair. For that state, ask for the smallest missing prerequisite while naming the working behavior to preserve. This is an editorial request pattern, not proof of a hidden save point or a promise that all generated work will survive every failure.
Examples
- Partial-output inventory: visible background and player; movement not observed; goal present but unreachable; completion untested. The immediate dependency is movement, not a request to replace the whole scene.
- Completed-result repair example: Keep the current player and background. The player is visible but does not move when the displayed movement control is used. Restore movement so I can reach the existing goal; do not add new levels or rewards.
- Comparison record: original required behavior / evidence before recovery / evidence after the response settles / working part preserved / next blocked test. An untested goal remains untested even if the scene now looks complete.