The AI changed twenty files and I cannot tell which ones could break my game
After a big edit you cannot read everything, and the longest change is rarely the most dangerous. This entry gives your AI a short ranked list of what to look at first, based on where the file lives, so a tiny edit to the save code outranks a huge edit to level data.
Why this works
Damage depends on what the file does for the player, not on how many lines moved. A weight per kind of file, multiplied by a capped size, ranks the review the way the risk actually falls.
When not to use it
Skip it for a change of one or two files that you can read in full in a minute.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 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 changed twenty files and I cannot tell which ones could break my game" (read_entry which-changed-files-to-read-after-ai-edit) 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