Spielerando

Basics

Learning paths through this topic

My crops do not grow while I am away, or all ripen the moment I return

Parts of the world that are not loaded stand still, so the farm is exactly as you left it, or the AI jumps it to the end. This entry calculates what should have happened during your absence, stage by stage, limited by the water that was there.

The time of day suddenly jumps back or forward and I cannot see when

Players report that night comes twice or the sun jumps at noon. Your AI keeps adjusting the speed of the day without finding the cause. This entry reads a record of the clock and points to the exact moments where it left its path.

One press opens the door and it closes again right away

A single press seems to count twice, so chests flip open and shut and items are picked up and put back. Your AI adds a delay. This entry finds out which actions really fired twice in a row and how close together they were.

Enemies spawn right next to me, inside rocks, or always behind my back

Fair spawning is a ring of safe distance with solid ground and a mix of directions. Your AI sets one distance and calls it done. This entry checks a list of real spawn spots against the rules and shows which rule each broke.

An enemy keeps switching between chasing and wandering, twitching in place

The creature jitters at the edge of its sight instead of choosing. Your AI will blame the animation. This entry reads the record of the creature's mode changes and finds the stretches where it changed its mind many times in a few seconds.

The map of places I have explored makes my save file balloon

A map that remembers where the player has been can grow bigger than everything else in the save, although it only says yes or no for each spot. This entry gives your AI a compact way to store it that stays exact when loaded again.

When the game lags, my character slips through walls and falls out of the world

Thin walls and floors hold when all is smooth and fail at the worst moment. This entry calculates how fast and how slow a frame may be before something can jump over a wall, and checks a movement record for the steps that were too big.

The AI built the night-fall feature, but in the game nothing ever happens

Every part exists, yet the parts do not talk to each other: one sends a message under one spelling and another waits for a slightly different one. This entry lists messages sent but never heard, or awaited but never sent, and guesses the likely typo.

Can a new player really get ready before the first night falls

You think the first evening is fair, but you already know where everything is. This entry gives your AI a checklist runner that compares a recorded first session with deadlines for shelter, fire and food, and says which was missed and by how much.

After a few hours of play the trees and herds are gone for good

Regrowth looked generous in the first hour, but heavy players empty the land and it never recovers. This entry lets your AI calculate how much can be taken per hour without the stock ever collapsing, and when a given pace will empty it.

Parts of my house float in the air after I remove one block

You take away a pillar and the roof stays up, or two hanging beams hold each other forever. This entry gives your AI a support check that finds every piece that has no real way down to the ground, including pieces that only hold each other.

My health bar stops just short of full and the check for full never passes

Small healing amounts add up to almost, but not quite, the whole bar. A plain test for full then fails for no visible reason. This entry shows how to count in whole small units so the total is exact, even with uneven frame times.