A cart arrives at full warehouses: accept part, keep the rest on the cart
A full store is rarely all or nothing. A delivery may fit in part, spread over two stores or not fit at all, and the rest has to be somewhere. This entry shows the order of filling and what to do when a store has more in it than its new size allows.
Why this works
A full store should refuse gently, not destroy. Handing back whatever did not fit keeps every item in the world, and letting the carrier decide what to do next puts the choice where the player can see and change it.
When not to use it
It is the wrong approach when overflow is meant to be wasted, for instance a harvest that rots when the barn is full, or when items are huge and cannot be split. There, spoil the surplus on purpose and tell the player, or fit whole pieces only.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 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 "A cart arrives at full warehouses: accept part, keep the rest on the cart" (read_entry warehouse-full-partial-delivery) 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