Basics
Learning paths through this topic
My AI left unfinished notes in the story text and I found one in a finished scene
Placeholders like to survive in the corners of a long adventure: a note to write something later, a row of question marks, a word where a name should be. Your AI can scan all the texts for such leftovers and tell you the line and place of each.
My villager vanishes at night because their schedule crosses midnight
A daily plan that says sleep from late evening until early morning looks fine on paper and leaves the character nowhere in the game. Your AI can check the plan for gaps and doubled hours, and say where a character stands at any time of day.
A villager mentions a place the player has not found yet and spoils the surprise
When many characters get lines written at different times, someone is bound to talk about the hidden cave long before the player could know it. Your AI can compare every line with the point in the story where each place is first shown, and list the lines that jump ahead.
My folder holds three hundred copies of the project and I do not dare to delete any
Copies pile up after every big AI session, and the one you need is always the one you deleted. Your AI can apply a plain keep rule to the list of copies and name exactly which to keep and which are safe to remove, with milestones you marked staying for good.
A door should open when I have the key and the lamp, but it stays shut
When a rule with several conditions says no, the game just says no, and your AI starts guessing at which condition it is. This entry gives a helper that names each failing condition, shows what the game actually holds there, and spots names that were never set at all.
My AI says it fixed one thing, but the game feels harder, did it change my numbers
Damage, hunger and prices can shift while the AI tidies something else. This entry compares two versions of your balance file and lists every number that moved, ordered by how far, so the big quiet changes cannot hide among small ones.
All my animals end up in one corner of the map
After a while the forest is empty and a crowd stands at the edge of the world. Your AI will tune the wandering. This entry counts where the creatures really are, shows how much of the map is used and tells you if the edge is the culprit.
My backpack shows stacks of 250 swords, negative wood and unknown items
After a few updates, old saves load with items that should not exist, and a bug makes more. This entry gives your AI a checker for a backpack and a careful repair that moves what it can, drops what it must and tells you exactly what was lost.
Some walls and floors I build end up inside each other
Two building pieces occupy the same space, flicker, and block each other, yet the game let you place both. This entry gives your AI a check for a whole base that lists every pair that overlaps and by how much, without being fooled by pieces that only touch.
The craft all button makes too many, too few, or uses up my tool
Making many items at once looks simple until a tool is used up, an ingredient is listed twice or the bag has no room. This entry gives your AI the exact count of how many times a recipe can run, and the reason it stops.
Players found a way to turn the same material into more and more of it
One recipe turns a log into planks, another turns planks back into logs, and somewhere the numbers favour the player. Reading the recipe list by eye misses it. This entry gives your AI a way to find any such loop and say how much it gains per round.
The game gets slower the longer I play and I suspect things are piling up
Animals, items and effects can be created faster than they are removed, but the count goes up and down with day and night, which hides the trend. This entry gives your AI a steady way to see the real climb and when it will become a problem.