Spielerando

Gathering 1.4 wood per swing always gives one, so the bonus is lost

Upgrades and multipliers produce fractional amounts, but items come in whole pieces, and the usual rounding quietly throws away or invents a lot of resources over a session. This shows two ways to keep the long-run total exactly right.

Why this works

Players only ever hold whole items, so a fraction has to go somewhere. Either it is paid out by chance with the right odds, or it is kept and added to the next swing, and in both cases nothing is lost or invented over time.

When not to use it

Skip it when the exact result per swing must be predictable, like a puzzle or a speedrun route. Use whole numbers there and tune the upgrade steps so each one adds at least one full item.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 29 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 "Gathering 1.4 wood per swing always gives one, so the bonus is lost" (read_entry fractional-yield-stochastic-rounding) 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