Spielerando

Stop crafting pickups from jittering at a player whose bag is full

Ore chunks fly toward the player, reach them, and cannot be picked up because the bag is full. They hover, twitch and block the way, or they vanish and the player loses them. This entry pulls only when something can be taken, takes what fits, and leaves the rest lying there.

Why this works

A pull is a promise that the thing will arrive. Making that promise only when there is room means objects never strain toward a player who cannot take them. Deciding on space before distance removes the twitching, and keeping the remainder in the world protects what the player earned.

When not to use it

Do not stop the pull when a full bag is the normal state and the pickup itself is the reward, as in a loot frenzy where items fly into a score rather than a bag. There, take them into a counter and skip the space check entirely.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 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 "Stop crafting pickups from jittering at a player whose bag is full" (read_entry magnet-pickup-stops-when-the-bag-is-full) 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