Movement and VisionIntermediateGuide
Call PathFinder.search() with the goal range your action actually needs, interpret path, ops, cost, and incomplete correctly, and reject partial paths before handing movement to a Creep.
Movement and VisionIntermediateDebugging
Verify movement over later ticks, then isolate fatigue, repeated movement intents, traffic, cached paths, room edges, and impossible stop ranges.
Room EconomyIntermediateGuide
Keep a valid Source identity, search only when reassignment is needed, reject incomplete PathFinder results, rank complete paths deterministically, and verify the selected harvest event.
Movement and VisionIntermediateGuide
In Screeps PathFinder, a CostMatrix cost of 255 is unwalkable. See what 0, 1–254, and 255 mean, plus practical road, obstacle, and roomCallback rules.
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 VisionIntermediateGuide
Separate room planning from exit-tile pathfinding, validate the first route step, use finite risk costs versus hard bans, and verify the border transition on later ticks.
Movement and VisionIntermediateGuide
Choose between getRangeTo(), inRangeTo(), isNearTo(), isEqualTo(), findClosestByRange(), findClosestByPath(), and findInRange() without confusing linear range with route reachability.