Spielerando

Save only the blocks the player changed, so the save file stays small

Saving every tile of a huge generated world makes the file grow into the hundreds of megabytes. This entry shows the AI how to store just the player's changes on top of the generated land, and what to do when a later update changes the generator.

Why this works

What a recipe can rebuild does not need to be stored. Keeping only the differences from the rebuilt version makes a save as large as the player's actual work, and a change that was undone leaves no trace at all.

When not to use it

Do not rely on it when the recipe itself will change often, since old changes may then land on different ground. In that case, store the finished land for the parts the player touched, and keep the recipe only for the parts they never visited.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 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 "Save only the blocks the player changed, so the save file stays small" (read_entry save-only-what-the-player-changed) 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