Operations and DebuggingIntermediateGuide
Measure CPU with Game.cpu.getUsed() deltas, understand limit, tickLimit, and bucket, avoid Simulation-only conclusions, collect bounded samples, and gate optional work without hiding essential room logic.
Operations and DebuggingIntermediateGuide
Use state transitions, per-room Memory, repeat intervals, message truncation, priorities, and a 20-notification queue without confusing groupInterval minutes with game ticks or claiming external delivery success.
Operations and DebuggingIntermediateGuide
Read previous-tick room events, distinguish parsed arrays from raw JSON strings, validate event-specific data, preserve IDs when objects disappear, filter attacks on owned targets, and store bounded aggregates instead of unlimited history.
Operations and DebuggingIntermediateDebugging
Draw current Creep state, target relationships, and task labels with RoomVisual while enforcing per-room switches, stable ordering, item limits, the 512,000-byte ceiling, cross-room boundaries, and a strict separation between visuals and action results.
Operations and DebuggingBeginnerLesson
Combine fixed-name Harvester1, Upgrader1, and Builder1 logic with spawning, safe target checks, state switches, return-code logging, and explicit beginner limits.