How to Fix ERR_NOT_IN_RANGE in Screeps
Identify which action returned ERR_NOT_IN_RANGE, use its real range, save the moveTo() result separately, and retry the original action on a later tick instead of assuming movement is immediate.
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Identify which action returned ERR_NOT_IN_RANGE, use its real range, save the moveTo() result separately, and retry the original action on a later tick instead of assuming movement is immediate.
Distinguish an accepted movement order from later position change, validate the target and active MOVE parts, inspect fatigue and range, track roomName:x:y across ticks, and diagnose traffic, cached paths, and overwritten movement orders.
Distinguish ERR_NO_PATH, ERR_NOT_FOUND and PathFinder incomplete results; validate target range; correct CostMatrix walkability; inspect callbacks, maxOps, maxRooms and cross-room routes; and separate temporary traffic from a failed search.
Calculate unboosted Creep movement from MOVE recovery, loaded body weight, road, plain, and swamp costs; account for empty CARRY parts; and separate a static body estimate from live multi-tick movement proof.
Choose between getRangeTo(), inRangeTo(), isNearTo(), isEqualTo(), findClosestByRange(), findClosestByPath(), and findInRange() without confusing linear range with route reachability.
Use Game.map.findRoute() as a room-level plan, assign routeCallback costs, reject rooms deliberately, validate the first exit step, rebuild after room transitions, and keep route preference separate from live safety intel.
Understand when a Room exists in Game.rooms, separate current-tick visibility from historical Memory, guard Controller and structure reads, and build a safe visibility-first inspection helper.
Schedule Observer vision, store the accepted request, read the target Room on the next tick, preserve bounded intel, handle return codes, and avoid claiming that current visibility proves the new request completed.
Use CostMatrix values 0–255 correctly, classify roads and structures, separate invisible rooms from blocked rooms, layer dynamic Creep costs, validate coordinates, and reject incomplete PathFinder results.
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