Screeps Creep.pull(): Coordinate Two Creeps in One Tick
Coordinate Creep.pull(), the puller's movement, and target.move(puller) in the same tick, handle adjacency and fatigue correctly, and verify the pair moved later.
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Coordinate Creep.pull(), the puller's movement, and target.move(puller) in the same tick, handle adjacency and fatigue correctly, and verify the pair moved later.
Make one Creep transfer Energy to a named Spawn, keep delivery mode until it is empty, and connect harvesting and delivery into a first repeatable round trip.
Use Creep.harvest() to find an active Source, move into range, keep harvesting until your Creep is ready to deliver, and read Source-specific return codes without treating ERR_FULL as a harvest result.
Call PathFinder.search() with the goal range your action actually needs, interpret path, ops, cost, and incomplete correctly, and reject partial paths before handing movement to a Creep.
Diagnose room.energyAvailable below energyCapacityAvailable by reconciling active Spawn and Extension Stores, holding one stable fill target, preserving transfer() results, and matching the processed Energy transfer on the next tick.
Open a Screeps Room, switch to the code editor and player Console, then use read-only checks to match exact Room, Spawn, Creep, Source, and Controller data.
Confirm a blocked Screeps Spawn exit from current spawning state and all eight adjacent tiles, then fix direction policy without confusing accepted intents with observed birth.
Find injured owned Creeps, rank lower hit ratios before missing hits and nearest-Tower range, require active owned Towers with TOWER_ENERGY_COST, save heal() results, avoid caching stale targets, and leave over-heal optimization to a later dispatcher.
Change, extend, or cancel one owned Screeps market order with nullable room fingerprints, conservative fee budgeting, one-writer request IDs, raw return codes, and next-tick state verification.
Treat ticksToDecay as the next decay pulse, reject unsafe path deadlines, preserve repair() results, explain the current-engine repair-before-decay boundary, and verify EVENT_REPAIR amount and Energy spent on the next tick.
Recover Tombstone and Ruin resources without chasing doomed targets: reject incomplete structure-aware paths, block closed hostile Ramparts, preserve target identity, and verify the processed withdraw amount on the next tick.
Measure one code section with Game.cpu.getUsed() deltas, compare equivalent server ticks, separate bucket context from profiling, and protect essential work before optional tasks.
English articles are published only after source review, official API checks where applicable, JavaScript syntax review where code is present, duplicate-intent and link checks, and editorial review. Publication does not imply Console or multi-tick live-room verification; those evidence states remain separate in each guide. Review the verification method.