Controllers and ExpansionIntermediateGuide
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.
Construction and DefenseIntermediateGuide
Report progress and remaining work, submit one tracked build intent, match the exact Builder and Site in the next tick's EVENT_BUILD record, and separate completion from removal.
Controllers and ExpansionIntermediateGuide
Enter Controller recovery with hysteresis, reject blocked or unready attempts, submit one upgrader action, and verify the exact Creep in the next tick's room event log.
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.
Construction and DefenseAdvancedGuide
Bind one target and each Tower ID, estimate range- and Power-adjusted output for allocation, submit one attack intent per Tower, then verify exact prior-tick ranged-attack events instead of inferring a volley from net hits.
Movement and VisionIntermediateDebugging
Separate ERR_NO_PATH from missing cached paths and incomplete PathFinder searches, then inspect goal range, CostMatrix rules, callbacks, limits, and room routes.
Movement and VisionIntermediateDebugging
Find the action that returned ERR_NOT_IN_RANGE, use its documented range, submit movement separately, and retry the action on a later tick.
Operations and DebuggingBeginnerLesson
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.
Memory and Code StructureIntermediateGuide
Cache derived IDs and plain data in global, rebuild after resets, invalidate with explicit versions, and keep callers correct when the cache is missing or stale.
Memory and Code StructureIntermediateGuide
Keep one main loop, export small functions, pass current game objects into modules, validate role contracts once per runtime, isolate per-Creep failures, and keep durable state out of module scope.
Movement and VisionAdvancedGuide
Collect requests, choose one target per Observer, make one final observeRoom() call, store only that accepted target, read it next tick, and keep visibility attribution honest.
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.