Scatter loose items over an endless map so they never clump, in any load order
If the world is made piece by piece as the player walks, placing items at random gives piles in one place and deserts in another, and a different world each time a piece loads in a different order. A rule that looks only at the surroundings fixes both at once.
Why this works
Pure chance clumps, and players read clumps as unfairness or as holes. Letting each place judge only itself against its neighbours spaces things out, and since the answer needs no memory, it comes out the same whichever part of the world is built first.
When not to use it
Skip it when finds should cluster on purpose, like a camp, a ruin or a crashed ship, where a pile is the story. Place clusters by hand or by a separate rule, and use this only for scattered loose finds.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "Scatter loose items over an endless map so they never clump, in any load order" (read_entry loot-spots-that-never-bunch-up) 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