Refill a looted chest after a while, but never in front of the player
Chests that fill themselves again keep a world alive, yet a chest that pops back full while you stand next to it feels like a glitch, and one that refills after a clock change feels like a cheat. This entry shows when a refill may happen and what the new contents depend on.
Why this works
A world feels alive when it changes while you are away, and broken when it changes in front of you. Refilling only out of sight, after a wait the game itself counts, keeps the magic and leaves the player no way to farm it.
When not to use it
Don't refill in a game about scarcity, such as survival with a fixed supply, where each chest is a decision and running out is the point. Don't refill either if the story says the place is plundered. Leave it empty for good.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 25 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Refill a looted chest after a while, but never in front of the player" (read_entry chest-refills-only-when-nobody-is-watching) 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