The AI built the night-fall feature, but in the game nothing ever happens
Every part exists, yet the parts do not talk to each other: one sends a message under one spelling and another waits for a slightly different one. This entry lists messages sent but never heard, or awaited but never sent, and guesses the likely typo.
Why this works
Games built from parts talk through named messages. A message with no listener or a listener with no sender is silent wiring, and a name that differs by one letter shows where the connection was meant to be.
When not to use it
Not for messages whose names are built from variables at runtime; the scan cannot read them. Keep those few names in a list and check them by hand.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 34 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 "The AI built the night-fall feature, but in the game nothing ever happens" (read_entry survival-feature-never-triggers) 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