Let crafting go faster when crouched and slower on the move, without losing time
Crafting while running should work, but not as fast as standing still behind cover. When the player switches pose halfway through a frame, or the job ends mid-frame, time gets lost or counted twice. This entry adds up work exactly and passes leftover time to the next job.
Why this works
Time is a quantity that can be spent in pieces, so it must be added up where it was spent. Pricing a whole frame by the pose at its end gives the wrong amount whenever the pose changes inside it. Handing leftover time to the next job means nothing is lost to slow or fast screens.
When not to use it
Do not tie speed to movement if crafting is meant to be a pause from action, such as a menu you open in a safe room. A flat speed is clearer there, and the player has no pose to play with.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 20 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 "Let crafting go faster when crouched and slower on the move, without losing time" (read_entry craft-speed-depends-on-how-you-move) 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