Find a place for a big item in a grid bag, turning it if needed
In a bag made of little squares a long sword needs a long free strip, and the game says no even though the space exists, just turned the other way. This entry searches the grid for a spot and tries the turned item too, so the bag feels fair.
Why this works
A bag feels fair when the game says no only if there is really no way. Trying the item upright first, then turned, and always searching in the same order, gives a place whenever one exists and keeps results predictable.
When not to use it
Do not use a grid when items are many and small, or when players use a controller and sort constantly. Dragging pieces around becomes a chore. A plain list with stacks is quicker and needs no puzzle.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 29 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 "Find a place for a big item in a grid bag, turning it if needed" (read_entry grid-inventory-fit-with-rotation) 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