Spawn and Creep LifecycleIntermediateGuide
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.
Spawn and Creep LifecycleIntermediateGuide
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.
Spawn and Creep LifecycleIntermediateGuide
Separate minimum, target, and emergency body policies; scale one role template within current Energy and the 50-part limit; then validate spawning separately.
Memory and Code StructureIntermediateGuide
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.
Getting StartedBeginnerLesson
Inspect one Creep's active WORK, CARRY, and MOVE parts, then use its action result, Store, fatigue, and damage to diagnose missing abilities.
Getting StartedBeginnerLesson
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.
Getting StartedBeginnerLesson
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.
Getting StartedBeginnerLesson
Build one Upgrader1 loop that harvests from an active Source, moves within Controller range 3, spends Energy with upgradeController(), and switches state across ticks.
Getting StartedBeginnerLesson
Learn what Screeps is, how JavaScript controls its persistent world, and how Rooms, Creeps, Sources, Spawns, and Controllers work together for new players.
Movement and VisionIntermediateGuide
Calculate unboosted Creep movement from MOVE recovery, loaded body weight, road, plain, and swamp costs; account for empty CARRY parts; and separate a static body estimate from live multi-tick movement proof.
Room EconomyIntermediateGuide
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.
Room EconomyIntermediateGuide
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.