Spot quests in a save that could never have happened and fix the harmless ones
A save can say a quest is finished while the quest before it never started. Sometimes that is damage, sometimes a normal result of your own update. This entry shows how to tell the two apart so the game neither locks players out nor wipes honest progress.
Why this works
A save is a record of what the player earned, so progress is never taken away to make the data tidy. Finished work stays finished, while a quest still under way that is now blocked goes back to waiting. The cause decides the fix: your own update is not the player's fault.
When not to use it
Skip it when quests have no order, or when your game is short enough that a new version can simply start everyone over. If you do not know what the quests need from each other yet, write that down first, because a check cannot guess it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "Spot quests in a save that could never have happened and fix the harmless ones" (read_entry quest-state-impossible-in-save) 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