SCREEPS GLOSSARY

Core terms without the detour

Use these short definitions while reading the API, debugging Console output, or following the beginner roadmap.

TERM

Creep

A programmable unit built from body parts such as MOVE, WORK, CARRY, ATTACK, and HEAL.

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Spawn

A player-owned structure that creates Creeps when the room has enough available Energy.

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Tick

One simulation step. Your loop runs again on each tick, so multi-step behavior must preserve state.

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Game loop

The exported function that reads the current world state and issues actions for the current tick.

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Memory

Persistent JSON-compatible data used to carry decisions and state across ticks.

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Controller

The room object that determines ownership, reservation, and Room Controller Level.

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RCL

Room Controller Level. It controls structure limits and unlocks room capabilities.

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GCL

Global Control Level. It limits how many rooms an account can control.

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CPU limit

The normal CPU allowance available to your code over time.

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CPU bucket

Stored CPU credit that rises when usage is low and can support temporary bursts.

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Store

A capacity interface used by Creeps and structures to hold Energy and other resources.

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Fatigue

Movement delay accumulated by a Creep. Active MOVE parts reduce fatigue each tick.

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Room visibility

Access to live room objects. A room outside current vision cannot be read from Game.rooms.

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Return code

A numeric result from a Screeps method that explains whether the action was accepted or why it failed.

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Construction Site

A planned structure location that requires build progress before the structure exists.

TERM

PathFinder

The path search system used for custom movement costs, obstacles, and multi-room routing.

Need a numeric result?

Open the English error-code reference when a method returns 0, -2, -6, -8, -9, or another Screeps constant.

Open error codes →