Spielerando

Basics

Learning paths through this topic

Players say hunger drains too fast, but I do not know how fast it really is

Complaints about hunger rarely come with numbers, and your AI will happily change the speed on a guess. This entry turns a record of the hunger bar into the real drain per second, ignores meals, and shows the stretches that were unusually fast or slow.

A rare drop feels much too rare, but is the game really wrong

Players say they killed fifty creatures and got nothing. That may be bad luck or a bug. This entry gives your AI a fair way to decide, taking the number of tries into account, and says when there are simply too few tries to know.

After dying, some items exist twice and others are gone, how do I see it

The backpack empties into a grave, a chest changes, and somewhere an item was copied or lost. This entry compares what exists everywhere before and after an event, and shows per item what moved and what cannot be explained.

Some items in my game can never be crafted and I cannot see why

A recipe asks for something that nothing produces, or two tools each wait for the other. The player gets stuck and the AI says the recipes look fine. This entry lists every item that cannot be reached and tells the missing sources from the circles.

When I spawn in or teleport, I stand over empty void for a few seconds

The ground ahead is built in the wrong order, so the player falls or sees nothing under their feet. This entry gives your AI an order for loading the world that starts under the player and favours the direction they are heading.

Walking far from the starting point makes my character shake and slow down

Everything is fine near the start, but a long trek across a huge map makes movement choppy and finally stops it. Your AI will not suspect the cause. This entry shows how to calculate how far is too far, so you can decide what to do about it.

Things go wrong only on the left or above the starting point of my map

Houses appear one block off, the ground has a visible seam, or items spawn in the wrong area, but only in half of the world. This entry hands your AI a small test that lists exactly which positions are miscalculated.

Players walk for ages to find the first ore, or find it far too easily

Whether a resource is fair to find is a question about the whole map, not about the one spot you looked at. This entry measures from many starting points how far the nearest source is and how many players reach it within a walk they would accept.

Players get stuck somewhere in the middle and I cannot see where

Some testers stop playing after an hour and nobody knows why. This entry reads the moments when players got each new thing for the first time and points to the one step that took far longer than the rest.

After dying I respawn inside a wall, in lava or next to the monster that killed me

The respawn point was fine when you set it, but the world changed. This entry gives your AI a search that starts at the wished spot and spirals outward to the nearest place that is really safe, and says plainly when none exists.

I changed the hunger speed but nothing happened, it is set in two places

The AI wrote the same setting into several files over time, with slightly different names and values. Changing one has no effect. This entry scans the code for settings that appear more than once with different numbers and lists where each one lives.

My save file is huge because it stores the whole world, not just my changes

Each save takes seconds and every explored area makes the file bigger, even though most of it was never touched. This entry gives your AI a way to find what really changed and keep only that, so loading stays quick.