Craft ammo without wasting a batch when the pouch is almost full
Each batch gives ten bullets, but the pouch has room for fifteen more. Either the extra bullets vanish and the player paid for nothing, or the game refuses to craft at all. This entry fills the pouch exactly and charges a fair price for the last, smaller batch.
Why this works
Players judge fairness by what they paid against what they got. A batch that cannot fit is either wasted or refused, and both feel like theft. Filling the gap exactly and rounding the price up in the game's favour keeps every bullet paid for, with no cheap loophole.
When not to use it
Skip it when ammo is crafted in big, rare lots where a half batch would feel cheap, or when the pouch is huge and nobody ever nears the limit. Then simply refuse politely and show how much room is missing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 32 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Craft ammo without wasting a batch when the pouch is almost full" (read_entry craft-ammo-up-to-the-pouch-limit) 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