After an update, a chest the player emptied is full again and another looks opened
Adding one new chest to a dungeon can quietly swap which chests count as opened in every existing save. Here is what to store instead so the right chests stay empty, and what to do with saves that were written the old way.
Why this works
A position changes whenever someone edits the content, but a name given once stays with its thing. Saving the name ties the memory to the chest itself, so adding, moving or removing others cannot make the save point at the wrong one.
When not to use it
Do not name each one when the things are made fresh every time, such as random dungeons where chests are different on every run. There is nothing stable to remember. Save the random start instead, and rebuild the same dungeon from it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 "After an update, a chest the player emptied is full again and another looks opened" (read_entry rpg-opened-chests-stable-ids) 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