Find quests that wait for each other so none of them can ever start
When quest A needs B and B needs C and C needs A again, the whole chain stays locked forever, and the player just sees a quest giver who does nothing. This entry shows how to find such a ring, name the quests in it, and not flag harmless shared requirements by mistake.
Why this works
A chain of waiting is only a problem if it comes back to where it began, and the only way to tell that from two quests sharing one early requirement is to track what is on the current path and what is already fully explored. Naming the ring gives a person something to cut.
When not to use it
Skip it when quests can be done in any order, or when only a few exist and you can see all the links on one sheet of paper. It also cannot catch quests that wait on something outside the list, like an item or a place.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 "Find quests that wait for each other so none of them can ever start" (read_entry quest-requirement-cycle-finder) 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