An action aimed at a part of the world nobody has loaded gets lost
A letter dropped into a faraway barrel, a spell cast on a distant field or a delivery to a base nobody is near all target something that is asleep. Here is how to queue the change, apply it once on waking and survive a crash between the two.
Why this works
Waking a whole region to change one number is wasteful, so write the wish down and carry it out later. Numbering the wishes and noting the last one carried out means a crash in the middle can be replayed without doing anything twice.
When not to use it
Do not queue changes when the player expects to see the result right away or when the order against other events matters, such as a lever opening a door. Load that part at once instead. Queues also suit only small, simple changes.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 27 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "An action aimed at a part of the world nobody has loaded gets lost" (read_entry change-in-a-part-nobody-loaded) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP