Rolling back a griefed area hands out duplicated items
Restoring a chest area from an old backup is easy, but players have moved things in and out since then. Done naively, the loot of honest players exists twice, deposits vanish and the thief keeps the prize. Here is the bookkeeping that avoids all three.
Why this works
Things move between places, and an old snapshot knows only where they were. Putting the old picture back creates a second copy of whatever left since. Following each movement and settling it keeps the total of every item the same as before.
When not to use it
Do not use it when you cannot tell who moved what, such as with no transfer log. Then a full restore with an apology, or compensation from the game team, is fairer than guessing. It is also too heavy for one stolen item.
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
- 38 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 "Rolling back a griefed area hands out duplicated items" (read_entry roll-back-an-area-without-duplicating-items) 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