Sort the quest list so that ready rewards come first and rows stop jumping
A player is about to tap a quest and the list reshuffles under the finger because a counter changed. Or the one finished quest sits at the bottom of a long list. Here is an ordering that puts the useful rows first and freezes them while the list is open.
Why this works
A list does two jobs that pull against each other: show what matters most, and hold still under a finger. Choosing the order once when it opens, and only patching rows after that, gives usefulness without surprise.
When not to use it
Skip it for a short list of a few quests, where everything fits on one screen and order hardly matters, or for a live ranking where moving rows are the whole point. Then sort plainly or let the changes show.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 40 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 "Sort the quest list so that ready rewards come first and rows stop jumping" (read_entry quest-log-order-stays-still-while-open) 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