Spielerando

Let a weak tool fail to mine a hard rock without wearing out

When a stone pick hits iron ore, players expect nothing to happen, and they hate it when the pick also breaks or when a diamond pick is no better than copper at everything. This entry sets out what a swing should give and cost at each tool level.

Why this works

Progress should be felt as a door that opens, not as a punishment. A tool that cannot do the job simply does nothing and costs nothing, so players learn what to aim for, and each step up gives a clear but limited gain.

When not to use it

Skip it in a game with no steady climb in tools, or where players may reach anything at once, such as a sandbox with free building. There, gate by skill or by a quest instead of by the tool in the hand.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 17 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 "Let a weak tool fail to mine a hard rock without wearing out" (read_entry tool-tier-gates-resource-nodes) 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