P4 hazards: food spoilage with rot speed setting, smoking rack and salt, food poisoning, harsher blizzards, hard winters with lake ice, lightning on trees, snow on roofs (protocol 11)

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Paul Bailey
2026-11-05 11:49:13 +00:00
parent 657c3140fe
commit 3389ec9a21
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# Progression and challenges design
Status: **P1 (iron), P2 (stone) and P3 (adversaries) built**; P4-P5 are
proposals.
Status: **P1 (iron), P2 (stone), P3 (adversaries) and P4 (hazards)
built**; P5 is a proposal.
*As built in P1:*
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
@@ -95,6 +95,34 @@ proposals.
- Not yet: iron scrap (bars and nuggets instead); the standing stones and
the Old Stag (P5).
*As built in P4 (hazards):*
- Spoilage: food carries a "rots at" world time on its stack (stamped when
it first goes into a bag or chest; merged stacks average it), so it rots
in bags, chests, graves, racks and on the ground, and through sleep and
saves. Raw meat and fish 2 days, berries 3, mushrooms and cooked food 4,
roasted mushrooms 6, smoked 12, salted 20. Rotten food is junk; food
rotting on the ground just goes. A bar on the slot runs green to brown;
the tooltip says Fresh / Going off / Nearly rotten, with hours left.
- Rot speed: normal, slow (half) or off. Chosen on the New World page
(meta.json "rot"); on a server, "rot" in server.json or /set rot.
- Smoking rack (by hand: 6 sticks, 4 wood, 4 fibre): 2 raw meat + a wood,
or 2 perch (or 1 trout) + a wood, make 2 smoked, a minute a batch.
- Salt: 40 crusts on the cliff tops above the sea. 2 raw meat (or 2 perch,
or 1 trout) + a salt: 2 salted, by hand.
- Food poisoning: raw meat 35%, raw fish 20%. A minute of half-speed
stamina and no eating. Cooked, smoked and salted food are safe.
- Blizzards: fog x7; out in one, an extra 18 warmth lost on top of the
cold, and you cool twice as fast. A hard-winter blizzard freezes you by
day without a coat; a hide cloak keeps you out of Freezing; a hearth room
stays Warm. Snow piles on roofs (a look only).
- Hard winters: days 12-14, 24-26, ... (every 12 days): always cold, 8
colder than a cold day, snowier, half the animals, the lake's edge frozen
(walkable ice, no fishing through it). Warned the day before.
- Lightning (decided: trees only): in a storm, a strike every 50-110 s on a
tree within 90 m of someone, the taller and nearer the rim the likelier.
It burns 40 s (you can warm yourself by it), falls, and leaves 2 charcoal.
- Network protocol 11.
Today the island runs out of goals after a few days: once you have stone
tools, a hut, a bow and a fire, the only threats are wolves at night, the
cold and your diet. This plan adds a **second tier of materials** (iron and

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@@ -42,6 +42,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
- [x] The wolf moon and the alpha: breaks wooden doors, iron-banded doors hold, alpha pelt and cloak *(P3, part 1)*
- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
- [x] Crows and foxes steal food left out; the barrow, its guards, the coffin and key pieces *(P3, part 3)*
- [x] Hazards: food spoilage (rot speed setting), smoking rack and salt, food poisoning, harsher blizzards, hard winters, lightning on trees *(P4)*
- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
smelting and a forge, iron tools and durability, cut-stone building,
an alpha wolf, a bear, a barrow with guards, spoilage and blizzards