Keep favourite and equipped items out of the ingredients a craft picks by itself
The craft button grabs three iron bars, and one of them is the shiny bar the player was saving for a quest. Or the equipped sword is eaten as a material. This entry marks locked stacks, takes only from the rest, and tells the player when locked items are the reason for a shortage.
Why this works
A button that picks for you must never spend what the player marked as precious. Marking is a promise, and breaking it once teaches players to distrust shortcuts. Saying how many are locked turns a flat refusal into a hint they can act on.
When not to use it
Do not hide locked items when the player picks ingredients by hand, because then the choice is theirs and a warning is enough. Skip locking altogether in small games where the bag holds few items and mistakes are easy to see.
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 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep favourite and equipped items out of the ingredients a craft picks by itself" (read_entry locked-stacks-are-not-ingredients) 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