Put loot into a grid-shaped container without overlaps or lost items
Backpacks and crates with a grid of squares make every item a small puzzle. When the game fills one with random loot, items must not overlap, a big item that does not fit must not block the small ones behind it, and a long tool should be turned when that makes it fit.
Why this works
Fitting is a matter of leftover space, and big pieces leave the fewest choices, so they should be placed while there is still room. Small pieces then slip into the gaps, and nothing is silently lost because a piece that cannot fit is reported.
When not to use it
Skip it when the player is meant to arrange the bag as part of the fun, or when items are all the same size, where a plain list of slots is simpler. Let people place things themselves in the first case.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 39 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 "Put loot into a grid-shaped container without overlaps or lost items" (read_entry pack-loot-into-a-grid-container) 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