Controller downgrade pressure
Controller pressure is rarely one API problem; inspect ticksToDowngrade, Upgrader Energy, range, hauling, and the real upgrade return code as one chain.
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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.
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29 matching results
Controller pressure is rarely one API problem; inspect ticksToDowngrade, Upgrader Energy, range, hauling, and the real upgrade return code as one chain.
Screeps API surface: creep.upgradeController(controller).
Record upgradeController() results, Upgrader Energy, Controller progress, ticksToDowngrade, and supply-side state across ticks.
A focused hub for Controller upgrading, downgrade risk, Safe Mode, reservation, claiming, tools, and return codes.
Estimate Controller downgrade margin, Upgrader Energy use, Boosted progress, RCL8 caps, and time to a target.
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.
High-frequency Screeps error codes with diagnostic paths into APIs, object hubs, guides, tools, and runtime verification.
Enter Controller recovery with hysteresis, reject blocked or unready attempts, submit one upgrader action, and verify the exact Creep in the next tick's room event log.
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.
Build one Upgrader1 loop that harvests from an active Source, moves within Controller range 3, spends Energy with upgradeController(), and switches state across ticks.
Bind the Claimer and Controller IDs, record only accepted reserve or claim calls, verify reserve events without inventing a targetId, and verify claims through exact next-tick ownership.
Browse 5 published English guides related to Controllers.
Route every Safe Mode request through one final per-tick dispatcher, bind the exact Controller ID, disable the request before activateSafeMode(), and verify activation consumption on the next tick.
Validate one fixed anchor against Controller range 3 and Link range 1, recover the exact owned Controller Link, diagnose Energy and active body parts, preserve move, withdraw, and upgrade return codes, and verify later position, Store, or event evidence.
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.
A focused hub for Creep movement, harvesting, hauling, Controller upgrading, return codes, guides, and tools.
A focused hub for Link Energy transfer, cooldown, capacity, room logistics, and Controller supply debugging.
A structured map for Memory, spawning, economy, movement, Controllers, defense, market systems, and debugging.
Browser-based body, room, Market, Controller, Lab, Spawn, hauling, and Tower tools that do not request a Screeps token or connect to an account.
Find the action that returned ERR_NOT_IN_RANGE, use its documented range, submit movement separately, and retry the action on a later tick.
Bind confirmation to the exact Extension and owned room, block hostile Creeps and Power Creeps, submit one queued destroy call, then distinguish original-ID removal from a later replacement at the tile.
Plan multiple same-room Link sends with shared target-capacity reservations, submit each source once, and verify exact source and target IDs in the next tick's transfer events.
A learning sequence from ticks and the first Creep to roles, upgrading, construction, and a room loop.
Learn what Screeps is, how JavaScript controls its persistent world, and how Rooms, Creeps, Sources, Spawns, and Controllers work together for new players.
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.
Give Builder1 a clear priority: build owned sites, repair selected damaged structures, and upgrade the Controller when no higher task exists.
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.