Controllers and ExpansionAdvancedDebugging
Use an explicit one-time Memory request, confirmation phrase, owned Controller checks, safeMode, safeModeAvailable, safeModeCooldown and upgradeBlocked preflight, disable before activateSafeMode(), save the return code, and verify later state.
Construction and DefenseIntermediateDebugging
Bind confirmation to target room and coordinates, recover an owned active Nuker by ID, check cooldown, NUKE_RANGE, Energy and Ghodium capacities, disable before launchNuke(), save the return code, and verify later evidence without requiring target-room visibility.
Spawn and Creep LifecycleIntermediateDebugging
Validate the Spawn, Creep name, body, Energy, Memory, and optional structures; run dryRun first; preserve the real spawnCreep() result; and map each error code to a concrete fix.
Movement and VisionIntermediateDebugging
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.
Movement and VisionIntermediateDebugging
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.
Movement and VisionIntermediateDebugging
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.
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.