A producer with a full storage box should stop, not save up a pile for later
A farm or mine that fills a box until the player comes to empty it needs two honest rules: it stops at the limit, and it starts again only from the moment of emptying. Here are both, plus how much was wasted.
Why this works
A full box cannot hold more, so time spent full produces nothing, and the honest way to show it is to say so. Settling up at every look, rather than working it out backwards from the last pickup, keeps the box from ever refilling for free.
When not to use it
Skip it when you want the player never to feel punished for being away, as in a relaxed game for short visits. A box that wastes output feels harsh there; let production build without a limit, or make the box very large.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 22 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 "A producer with a full storage box should stop, not save up a pile for later" (read_entry idle-full-storage-stops-production) 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