Screeps Harvest Energy: Your First Creep Script
Make one named Screeps Creep find a Source, move into range, and harvest Energy with a small script you can verify across later ticks.
TOPIC · 19 GUIDES
Focused English articles connected to creeps, organized with the same filters used by the main article library.
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Make one named Screeps Creep find a Source, move into range, and harvest Energy with a small script you can verify across later ticks.
Make one Creep transfer Energy to a named Spawn, preserve delivery mode across ticks, and complete its first Source-to-Spawn round trip.
Inspect one Creep's active WORK, CARRY, and MOVE parts, then use its action result, Store, fatigue, and damage to diagnose missing abilities.
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.
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.
Build one Upgrader1 loop that harvests from an active Source, moves within Controller range 3, spends Energy with upgradeController(), and switches state across ticks.
Learn what Screeps is, how JavaScript controls its persistent world, and how Rooms, Creeps, Sources, Spawns, and Controllers work together for new players.
Match a Lab mineral to BOOSTS, count eligible unboosted body parts, calculate LAB_BOOST_MINERAL and LAB_BOOST_ENERGY budgets, enforce range 1, ownership and activity, submit one reviewed boost request, and verify exact body-part changes afterward.
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.
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.
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.
Build a stable two-phase working state from Store boundaries, keep the previous state at partial Energy, handle initialization and invalid capacity, and separate harvesting from Controller upgrading.