Link not transferring Energy
When a Link does not transfer Energy, inspect cooldown, sender stock, receiver capacity, target identity, and the real transferEnergy() result together.
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When a Link does not transfer Energy, inspect cooldown, sender stock, receiver capacity, target identity, and the real transferEnergy() result together.
When build() or repair() has no visible effect, inspect the real return code, target type, range, WORK parts, Creep Energy, and target state first.
When logistics stalls, identify whether withdraw, carrying, movement, transfer, or destination capacity is the broken stage and store each result separately.
When harvest() has no visible effect, confirm the return code, target type, range, WORK parts, and available resource before rewriting role logic.
Controller pressure is rarely one API problem; inspect ticksToDowngrade, Upgrader Energy, range, hauling, and the real upgrade return code as one chain.
When boostCreep() appears to fail, capture the real return value first, then separate ownership, eligible parts, Lab resources, target validity, range, and RCL; after OK, verify body boosts and Lab Store changes on a later tick.
When the Spawn queue produces nothing, separate busy state, Energy, body/name arguments, and RCL limits instead of blaming the queue generically.
When Market deal/createOrder fails, inspect order arguments, Credits, resources, Terminal state, and transaction Energy cost rather than price alone.
Check Spawn, workforce, Energy, Controller, construction, CPU, and bucket risks from a static snapshot.
Calculate CARRY payload, MOVE fatigue, route cycle time, Creeps required, lifetime delivery, and replacement timing.
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.
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.
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.
Find a Container that currently holds Energy, check the Creep's free capacity, call withdraw(), handle range and return codes, and keep the delivery task outside this focused guide.
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.
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.
A focused hub for Link Energy transfer, cooldown, capacity, room logistics, and Controller supply debugging.
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.
Filter FIND_DROPPED_RESOURCES for Energy, rank valid piles by collectible amount and path length, handle decay and changing targets, and inspect pickup() and movement results.
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.
Coordinate one shared Storage withdrawal budget and target capacity map, record only accepted withdraw or transfer calls, and verify the exact source-target event on the next tick.
Find the action that returned ERR_NOT_IN_RANGE, use its documented range, submit movement separately, and retry the action on a later tick.
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.
Recover an owned active Power Spawn, calculate base and PWR_OPERATE_POWER processing amounts, require Power and POWER_SPAWN_ENERGY_RATIO Energy, preserve a configurable room reserve, store GPL and resource snapshots, handle return codes, and verify later deltas.
Centralize Creep demand, deduplicate stable request keys, rank emergency and replacement work, reserve shared room Energy locally, assign each idle Spawn once, and verify accepted names on later ticks.
Browse 20 published English guides related to Energy.
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.
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.
Use dryRun to validate a WORK-CARRY-MOVE body, submit one safe spawnCreep() request, read its return code, and verify the new Creep across later ticks.
Capture the actual Spawn request, interpret each documented return code, separate dryRun from the final submission, and verify scheduled spawning across later ticks.
Keep a valid Source identity, search only when reassignment is needed, reject incomplete PathFinder results, rank complete paths deterministically, and verify the selected harvest event.
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.
Distinguish general, limited, and read-only Stores; interpret resource arguments, zero and null correctly; handle Lab and specialized capacities; and calculate safe withdraw and transfer amounts.
Build one Upgrader1 loop that harvests from an active Source, moves within Controller range 3, spends Energy with upgradeController(), and switches state across ticks.
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.
Enter acquire at zero Energy, enter work when full, preserve the previous phase at partial values, initialize explicitly, and keep state selection separate from actions and outcomes.
Separate minimum, target, and emergency body policies; scale one role template within current Energy and the 50-part limit; then validate spawning separately.
Learn StructureSpawn.renewCreep() requirements, TTL and Energy formulas, Boost and CLAIM limits, return codes, and how to verify renewal on the next tick.
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.
Preserve a defense Energy reserve, select an ordinary damaged structure, estimate range-adjusted repair to limit over-repair, submit one intent per Tower, then verify exact prior-tick repair events and Energy spent.
Use fill: 'transparent' for unfilled RoomVisual circles and rectangles, then add debug labels and target paths without confusing visuals with game results.
Learn what Screeps is, how JavaScript controls its persistent world, and how Rooms, Creeps, Sources, Spawns, and Controllers work together for new players.
Confirm RCL 2, place one Extension Construction Site, make Builder1 harvest and build it, and understand progress, capacity, and common failure states.
Give Builder1 a clear priority: build owned sites, repair selected damaged structures, and upgrade the Controller when no higher task exists.
Inspect a misplaced Construction Site, validate its identity, submit remove() once, handle return codes, and verify the result on the next tick.
Detect whether a capable harvester exists or is already spawning, submit one minimum recovery request, save the exact Spawn and Creep name, and verify that request across later ticks.
Verify movement over later ticks, then isolate fatigue, repeated movement intents, traffic, cached paths, room edges, and impossible stop ranges.
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.
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.
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.
Learn StructureLab.boostCreep() requirements, bodyPartsCount usage, return codes, current-tick scheduling, and how to verify exact boosted body parts afterward.
Validate the same-tile Extractor and Miner, record only accepted harvest calls, match the exact EVENT_HARVEST on the next tick, and separate event identity from Store overflow and depletion.
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.
Use Creep.attack() with the correct range-1 boundary, active ATTACK parts, documented return codes, Rampart behavior, and later-tick verification.
Browse 24 published English guides related to Debugging.
A focused hub for spawnCreep(), renewCreep(), recycleCreep(), Spawn return codes, and capacity planning.
Meaningful changes to the English interface, navigation, search, tools, accessibility, and technical SEO.
Learn why Harvester, Upgrader, and Builder are player-defined responsibilities, how roles differ from body parts, and why a Creep name does not create behavior.
Learn why Game.rooms[roomName] is undefined without current room vision, how to guard live Room reads, and why Memory.rooms does not prove visibility.
Calculate Energy cost, spawn time, hits, carry capacity, and loaded movement speed.
Calculate Terminal transaction Energy, effective Market deal prices, maximum Energy payload, and order creation fees.
Estimate Controller downgrade margin, Upgrader Energy use, Boosted progress, RCL8 caps, and time to a target.
Calculate Tower range falloff, combined attack, heal or repair power, Energy use, and OPERATE_TOWER output.
A focused hub for Tower attack, heal, repair, range falloff, Energy budgeting, and defense planning.
A focused hub for Terminal sends, transaction Energy, stock, cooldown, and Market cost planning.
A focused hub for Lab reactions, Boosts, mineral and Energy prerequisites, cooldown, and production planning.
Topic archives for Memory, spawning, Creeps, Energy, movement, pathfinding, Controllers, construction, defense, market systems, resources, CPU, debugging, and JavaScript.
Browser-based body, room, Market, Controller, Lab, Spawn, hauling, and Tower tools that do not request a Screeps token or connect to an account.