Refill an emptied quick slot with the same item instead of a random empty one
The player sets up the quick bar with health packs on slot two, uses the last one, crafts more, and they land on slot five. In the next fight the finger presses two and nothing happens. This entry lets an emptied slot remember what it held, so new items return to it.
Why this works
Fingers learn places, not names. A player who presses the second slot a hundred times wants a heal there every time. Letting an emptied slot remember what it held keeps the layout the person built, and a clear order of rules makes refills predictable.
When not to use it
Skip it when players are meant to rearrange their bar constantly or when items are many and short-lived. Then a free slot should simply take the next thing. Also unneeded where a hotbar holds fixed tools that are never used up.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 34 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 "Refill an emptied quick slot with the same item instead of a random empty one" (read_entry hotbar-slot-remembers-its-item) 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