CPU usage too high
High CPU usually has no single return code. Measure hotspots, bucket, and tick load first, then decide whether to reduce scans, cache work, or spread work across ticks.
SEARCH + DIAGNOSTICS
Search discovers the most relevant guides, references, return codes, and tools. When the answer is still uncertain, continue through symptom diagnostics, API surfaces, and accepted Runtime Evidence.
Problem → likely cause → return code / API → guide / tool → accepted Runtime Evidence.
Symptom diagnostics → · API reference → · Return codes → · Runtime Evidence Hub →
30 matching results
High CPU usually has no single return code. Measure hotspots, bucket, and tick load first, then decide whether to reduce scans, cache work, or spread work across ticks.
Screeps API surface: Game.cpu.getUsed().
Record Game.cpu.getUsed() section measurements, bucket, workload size, and before/after comparisons across multiple ticks.
Check Spawn, workforce, Energy, Controller, construction, CPU, and bucket risks from a static snapshot.
Search common Game, Creep, Room, Structure, Market, and PathFinder APIs and continue to matching guides or official documentation.
Start from visible symptoms such as a Creep not moving, Spawn failures, Controller downgrade pressure, Link transfer problems, Market failures, high CPU, or stalled logistics, then continue into return codes, APIs, object hubs, guides, tools, and runtime verification.
See which high-frequency diagnostic paths have accepted Console or live multi-tick verification, what evidence is missing, and which runtime checks should come next.
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.
Build a four-mode Screeps CPU degradation scheduler with hysteresis, consecutive-tick confirmation, critical-first task tiers, stable staggering, CPU headroom guards, and gradual recovery.
Browse 4 published English guides related to CPU.
Browser-based body, room, Market, Controller, Lab, Spawn, hauling, and Tower tools that do not request a Screeps token or connect to an account.
Learn StructureLab.boostCreep() requirements, bodyPartsCount usage, return codes, current-tick scheduling, and how to verify exact boosted body parts afterward.
The English home for practical Screeps learning, debugging, references, and tools.
High-frequency Screeps error codes with diagnostic paths into APIs, object hubs, guides, tools, and runtime verification.
Catch JavaScript exceptions at room or subsystem boundaries, retain bounded rate-limited evidence, pause repeatedly failing optional work, and retry after cooldown without confusing API return codes or CPU termination with exceptions.
Combine three fixed beginner roles in one small loop, submit one validated Spawn request, keep Energy phases stable, expose failure statuses, and verify accepted commands on later ticks.
Cache derived IDs and plain data in global, rebuild after resets, invalidate with explicit versions, and keep callers correct when the cache is missing or stale.
Request active Segment IDs once, read them on a later tick, distinguish unavailable from empty, validate versioned JSON, and write only after a successful read.
Call Game.notify(), use groupInterval and simple Memory incident state to avoid repeated alerts, preserve the checked engine result, and keep scheduling separate from external email delivery.
Read the previous tick's Room events, distinguish parsed and raw mode, filter event-specific data safely, match actor and target IDs when attribution matters, and keep optional history bounded.
Use fill: 'transparent' for unfilled RoomVisual circles and rectangles, then add debug labels and target paths without confusing visuals with game results.
A structured map for Memory, spawning, economy, movement, Controllers, defense, market systems, and debugging.
Give Builder1 a clear priority: build owned sites, repair selected damaged structures, and upgrade the Controller when no higher task exists.
A focused hub for Creep movement, harvesting, hauling, Controller upgrading, return codes, guides, and tools.
A focused hub for Controller upgrading, downgrade risk, Safe Mode, reservation, claiming, tools, and return codes.
A focused hub for Game.market deals, order creation, Terminal transport budgeting, and Market tools.
Topic archives for Memory, spawning, Creeps, Energy, movement, pathfinding, Controllers, construction, defense, market systems, resources, CPU, debugging, and JavaScript.
Definitions for Creep, Spawn, tick, Memory, Controller, RCL, GCL, CPU, bucket, store, and fatigue.
Meaningful changes to the English interface, navigation, search, tools, accessibility, and technical SEO.
Completed work, next improvements, evidence-dependent tasks, tool development, accessibility, and performance checks.