Screeps First Room: Find the Editor and Console
Find your first Screeps Room, code editor, and Console, then use read-only commands to identify visible Rooms, Spawns, Creeps, Sources, and the Controller.
TOPIC · 12 GUIDES
Focused English articles connected to rooms, organized with the same filters used by the main article library.
12 matching guides
Find your first Screeps Room, code editor, and Console, then use read-only commands to identify visible Rooms, Spawns, Creeps, Sources, and the Controller.
Separate renewable remote-room reservations from one-time room ownership, require an active CLAIM part and range 1, block owned Controllers and hostile reservations, require explicit claim confirmation and GCL capacity, save return codes, and stop a claim mission after OK.
Use a one-time Memory request, validate a visible room and 0–49 coordinates, allow Road placement on natural wall terrain, reject an existing Road or Construction Site, respect MAX_CONSTRUCTION_SITES, disable before createConstructionSite(), and verify later.
Resolve exact Flag names from Game.flags, validate flag.memory fields, recover configured targets by ID before a deterministic local fallback, and report missing or stale configuration without mutating Flags.
Store an object ID and room name, recover the current object every tick, distinguish missing vision from a destroyed target, validate the restored type, and define an explicit invalidation policy.
Use Game.map.findRoute() as a room-level plan, assign routeCallback costs, reject rooms deliberately, validate the first exit step, rebuild after room transitions, and keep route preference separate from live safety intel.
Understand when a Room exists in Game.rooms, separate current-tick visibility from historical Memory, guard Controller and structure reads, and build a safe visibility-first inspection helper.
Schedule Observer vision, store the accepted request, read the target Room on the next tick, preserve bounded intel, handle return codes, and avoid claiming that current visibility proves the new request completed.
Read previous-tick room events, distinguish parsed arrays from raw JSON strings, validate event-specific data, preserve IDs when objects disappear, filter attacks on owned targets, and store bounded aggregates instead of unlimited history.
Draw current Creep state, target relationships, and task labels with RoomVisual while enforcing per-room switches, stable ordering, item limits, the 512,000-byte ceiling, cross-room boundaries, and a strict separation between visuals and action results.
Combine fixed-name Harvester1, Upgrader1, and Builder1 logic with spawning, safe target checks, state switches, return-code logging, and explicit beginner limits.
Inspect a misplaced Construction Site, validate its identity, submit remove() once, handle return codes, and verify the result on the next tick.