Bring defeated enemies back later, never in front of the player
Camps and herds need to refill or the world empties, but an enemy popping up in front of the player breaks the spell, and a timer that only runs during fights never ends. This entry shows a respawn rule based on world time, sight and a limit per visit.
Why this works
A living world needs its enemies to return, but the illusion breaks if the player sees it happen. Tying the return to world time, not to fights, and waiting until nobody is watching makes the comeback feel like time passing.
When not to use it
Skip it when defeated enemies should stay gone, such as a story fight or a cleared dungeon, or when you want a farming spot with endless enemies. Then remove them for good or refill on a visible timer.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 26 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 "Bring defeated enemies back later, never in front of the player" (read_entry respawn-on-world-time-out-of-sight) 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