Spawn will not spawn
When the Spawn queue produces nothing, separate busy state, Energy, body/name arguments, and RCL limits instead of blaming the queue generically.
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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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54 matching results
When the Spawn queue produces nothing, separate busy state, Energy, body/name arguments, and RCL limits instead of blaming the queue generically.
Screeps API surface: creep.transfer(target, resourceType, amount?).
Screeps API surface: spawn.recycleCreep(creep).
Screeps API surface: spawn.renewCreep(creep).
Screeps API surface: spawn.spawnCreep(body, name, opts?).
Prioritize ERR_NOT_ENOUGH_RESOURCES, ERR_NAME_EXISTS, ERR_BUSY, and one OK path without generalizing to long-term queue behavior.
A focused hub for spawnCreep(), renewCreep(), recycleCreep(), Spawn return codes, and capacity planning.
Estimate Spawn utilization, role replacement timing, prespawn TTL thresholds, and OPERATE_SPAWN capacity.
Calculate Energy cost, spawn time, hits, carry capacity, and loaded movement speed.
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.
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.
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.
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.
Calculate a replacement deadline from ticksToLive, current Spawn work, body spawn time, travel and safety margin, prevent duplicate role replacements, preserve spawnCreep results, and observe the accepted name later.
Confirm a blocked Screeps Spawn exit from current spawning state and all eight adjacent tiles, then fix direction policy without confusing accepted intents with observed birth.
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.
Find your Screeps Arena Spawn with getObjectsByPrototype(), call spawnCreep(body), read object or error results, and avoid mixing Arena with MMO syntax.
Browse 12 published English guides related to Spawn.
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.
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.
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.
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.
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.
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.
Bind one retirement request to exact Spawn and Creep IDs, reserve both objects, record pending evidence only after OK, then match the exact destruction event and Creep-tile Tombstone.
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.
Check Spawn, workforce, Energy, Controller, construction, CPU, and bucket risks from a static snapshot.
A structured map for Memory, spawning, economy, movement, Controllers, defense, market systems, and debugging.
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.
Definitions for Creep, Spawn, tick, Memory, Controller, RCL, GCL, CPU, bucket, store, and fatigue.
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.
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.
Inspect one Creep's active WORK, CARRY, and MOVE parts, then use its action result, Store, fatigue, and damage to diagnose missing abilities.
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.
A learning sequence from ticks and the first Creep to roles, upgrading, construction, and a room loop.
Inspect a misplaced Construction Site, validate its identity, submit remove() once, handle return codes, and verify the result on the next tick.
Use fill: 'transparent' for unfilled RoomVisual circles and rectangles, then add debug labels and target paths without confusing visuals with game results.
Use Creep.attack() with the correct range-1 boundary, active ATTACK parts, documented return codes, Rampart behavior, and later-tick verification.
Learn what Screeps is, how JavaScript controls its persistent world, and how Rooms, Creeps, Sources, Spawns, and Controllers work together for new players.
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.
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.
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.
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 24 published English guides related to Debugging.
Topic archives for Memory, spawning, Creeps, Energy, movement, pathfinding, Controllers, construction, defense, market systems, resources, CPU, debugging, and JavaScript.
Meaningful changes to the English interface, navigation, search, tools, accessibility, and technical SEO.
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.