Which crafting recipes do players ignore even when they could make them?
A recipe nobody makes might be pointless, or it might need materials that players rarely hold. This entry shows how to tell the two apart by looking at the moments when the player really could craft it.
Why this works
Whether a recipe is used depends on two separate things: whether players ever have the materials, and whether they craft it when they do. Counting only the moments when making it was possible separates a supply problem from a problem of value.
When not to use it
It is the wrong tool when crafting is meant as a rare treat, or when a recipe is a secret players are supposed to discover late. It also cannot tell why a recipe is unloved. A starved recipe needs a better source of materials, an ignored one a stronger result.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "Which crafting recipes do players ignore even when they could make them?" (read_entry rpg-craft-when-materials-in-bag) 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