Stack weapon attachments so three small bonuses never break the gun
The player crafts three barrel upgrades that each add a bit of fire rate, and suddenly the weapon fires faster than the game can draw it. Or two of the same mod are worn and count twice. This entry decides how bonuses add up and where they must stop.
Why this works
Players can only compare upgrades if the same pile of bonuses always gives the same result, whatever order they were added in. Sorting bonuses into kinds, adding like with like and capping the final value keeps the maths predictable and keeps the gun inside what the game can show.
When not to use it
Do not cap when the fun is in breaking the game, as in a sandbox or an idle game where numbers growing without end is the reward. There, let values climb and balance the enemies instead of the player.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 19 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 "Stack weapon attachments so three small bonuses never break the gun" (read_entry weapon-mods-stack-with-a-ceiling) 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