Spielerando

A returning player's saved spot is now inside a wall someone else built

A shared world keeps changing while a player is away. Their old position can become solid, flooded or taken by another player who just logged in. Here is how to pick a nearby place that is truly free, the same way every time.

Why this works

A saved place is a memory of the world as it was, and the world may have changed since. Checking it when loading and moving the player to the nearest free spot keeps them as close to where they left as the world still allows.

When not to use it

Wrong when the place itself is the point, such as logging out in a bed or a safe room, or a game where players could use the nudge to slip into a locked vault. Send them to a fixed home point there.

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
  • 39 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "A returning player's saved spot is now inside a wall someone else built" (read_entry rejoin-inside-a-wall-someone-built) 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