Spielerando

Let a full warehouse stop production instead of deleting it

A mill keeps running while the granary is full, and the grain just vanishes. Here is how a building learns that its output has nowhere to go, how a half-delivered batch is handled, and what happens when the limit shrinks below what you already hold.

Why this works

A limit that silently destroys output makes the player feel cheated and hides the real problem. Letting the producer stop and say why turns waste into a message: the player sees the bottleneck and can fix it, and the inputs are paid only for what was really made.

When not to use it

Skip it in a game where overflow is a deliberate part of the fun, such as an idle game where surplus simply spills and no one cares. There, stopping the building only adds attention chores. Let it keep running and discard the extra.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 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 "Let a full warehouse stop production instead of deleting it" (read_entry full-warehouse-stalls-producers) 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