Close quests in the log that the world has made impossible
In a world the player can change at will, a quest in the log can quietly turn impossible: the person to report to has died, the thing to deliver was destroyed, or the quest it followed was failed. Here is how to find them all, with the reason, so the log tells the truth.
Why this works
A quest log that still lists a lost cause is lying to the player. A quest fails when its person, its needed item or the quest before it is gone, and a failure spreads along the chain, so it must be followed until nothing new falls.
When not to use it
Skip it when the player may find odd ways to finish a quest the game did not foresee, such as a different person taking over. A check that declares it dead would shut a door the player could have opened; keep it open and let them try.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 28 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Close quests in the log that the world has made impossible" (read_entry quests-that-became-impossible-in-the-log) 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