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Harvester troubleshooting

Harvester won’t move? Fix too_far

Checked September 20, 2026 · Early Access launch movement rule

The short answer

Choose a sector directly beside the Harvester’s current position. From E13, the valid neighboring coordinates are E12, E14, D13, and F13—not A14.

If a rejected move leaves heat at zero, fix the destination first. In the reported case, the Harvester never moved, so it generated no movement heat.

Code: Terraform surface map and Harvester panel showing position and heat beside a script editor
Find the Harvester position and heat beside the sector map. This official screenshot shows H18; use the position in your own save.Open full image ↗
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Read both parts of the coordinate

The letter matters just as much as the number. E13 → E14 changes only the number by one. E13 → A14 changes the letter by four positions and the number by one: five steps, not one.

Neighbors of E13 — coordinate example, not a map of your save
DestinationBeside E13?Why
E12 or E14YesSame letter; number changes by one.
D13 or F13YesSame number; adjacent letter.
A14NoIt needs several moves.

Apply the same check to the coordinate your own Harvester reports. Do not copy E14 unless it really is next to your current position. At an edge, choose a neighboring sector that exists on your map.

Try one move before restarting your loop

  1. In the Harvester’s own script, read its current position.
  2. Choose one neighboring destination. Check the letter and number separately.
  3. Run that move once, then inspect the returned status and the position shown by the game.
  4. Only resume the larger route after the Harvester reaches the intended neighboring sector.

In-game diagnostic code: this reads the position without issuing a move.

print(self.get_position())

If the position is E13 and you want E14, the developer’s corrected move is:

move_status = self.move("E14")
print(move_status)

This second snippet does issue a move. Replace the destination for your own position; it is not a complete harvesting loop. A different error needs its own diagnosis—removing too_far does not prove every other movement condition is satisfied.

Why heat stays at 0

In the original report, the console showed E13, rejected A14, and then printed 0 and too_far. Spyros explained that the unchanged heat was a consequence of the rejected move.

Waiting for cooling will not make a distant sector adjacent. Correct the destination first. If your Harvester is already moving but overheating or travelling slowly, that is a different problem; this fix does not establish a cooling rate or a heat upgrade requirement.

A longer trip needs intermediate sectors

For the E13 → A14 example, the coordinate sequence E13 → E14 → D14 → C14 → B14 → A14 breaks the distance into five neighboring steps. This is a coordinate illustration, not a tested route through your world.

Check each next sector against the Harvester’s actual position. Do not advance your route just because you sent a command: if a move was rejected, the next command would start from the old position.

You have solved this particular error when a valid neighboring move completes and the position changes to the chosen sector. Then bring back the rest of your collection or delivery logic.

Watch the game’s controls in action

Watch the game

Get familiar with the editor and device controls

PowerFang’s recorded Early Access walkthrough shows the wider game interface. It is not a dedicated too_far fix; use the neighboring-sector checks above for that error.

By PowerFang

Return to the coordinate check →

Playing connects to YouTube. Open on YouTube ↗

Sources for this guide

  • Harvester movement question and Spyros’s reply, September 9, 2026. The reply identifies the four neighbors of E13 and explains the rejected move’s zero heat. The thread does not contain a later success confirmation from the questioner.
  • Official release notes, reviewed through v0.1.23. The published notes do not announce a change to this adjacency rule; this is not a claim that we tested every current movement condition.