Spielerando

Work out the raw materials for a whole chain of recipes

One axe needs planks and sticks, planks come from logs, sticks from planks, and each step makes several at a time. Adding it up by hand goes wrong in exactly the places where a crafting step makes more than needed. This entry counts what to gather and what is left over.

Why this works

Crafting makes things in whole batches, so a step often makes more than it needs, and the surplus feeds the next step. Counting batches rather than totals, and pooling what is left over, gives the true shopping list instead of an inflated guess.

When not to use it

Skip it when the recipes are short and the player can easily see what is needed, or when the game wants the player to work it out. Also skip it where recipes change by chance; a fixed list would be wrong there.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 34 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 "Work out the raw materials for a whole chain of recipes" (read_entry raw-materials-for-recipe-chain) 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