Resources not moving
When logistics stalls, identify whether withdraw, carrying, movement, transfer, or destination capacity is the broken stage and store each result separately.
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53 matching results
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.
Screeps API surface: creep.harvest(target).
Screeps API surface: creep.pickup(resource).
Store withdraw, pickup, moveTo, and transfer results separately and track source, Creep, and destination Stores across ticks to locate the broken logistics stage.
When a Creep appears stuck, first separate command rejection, path failure, fatigue, and target/range logic instead of repeatedly calling moveTo().
The current method lacks a required resource. -6 does not always mean Energy; return to the specific API and identify the missing stock, Credits, or cost.
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.
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.
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.
Browse 17 published English guides related to Resources.
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.
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.
Verify movement over later ticks, then isolate fatigue, repeated movement intents, traffic, cached paths, room edges, and impossible stop ranges.
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.
Bind confirmation to the exact Nuker and target, record only an accepted launch, verify the launcher's zeroed resources and cooldown, and match the exact Nuke object when target vision exists.
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.
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.
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.
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.
Inspect a misplaced Construction Site, validate its identity, submit remove() once, handle return codes, and verify the result on the next tick.
Capture the actual Spawn request, interpret each documented return code, separate dryRun from the final submission, and verify scheduled spawning across later ticks.
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.
Use fill: 'transparent' for unfilled RoomVisual circles and rectangles, then add debug labels and target paths without confusing visuals with game results.
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.
Freeze one reviewed order revision, reserve the creation fee and account mutation slot, call createOrder once, and verify the exact new order ID in the next account snapshot.
Freeze one reviewed deal revision, reserve both an account deal slot and the exact Terminal, submit once, and verify the new transaction ID and actual partial or full amount next tick.
Freeze one transfer revision, reserve the exact Terminal against send and market-deal conflicts, submit once, normalize ledger descriptions, and verify the actual full or partial outgoing transaction next tick.
Bind one request to three exact Lab IDs, snapshot both reagent types and Stores, submit once, and verify the product and two reagent deltas under an exclusive action window.
Learn StructureLab.boostCreep() requirements, bodyPartsCount usage, return codes, current-tick scheduling, and how to verify exact boosted body parts afterward.
Separate permanent Factory level from the active Power effect, snapshot every recipe component, submit one batch, and verify exact output and component deltas under an exclusive Store window.
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.
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.
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.
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.
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.
Change, extend, or cancel one owned Screeps market order with nullable room fingerprints, conservative fee budgeting, one-writer request IDs, raw return codes, and next-tick state verification.
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.
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.
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.
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.
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.
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.