M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a state machine (idle/wander/flee/charge/dead) and heightmap steering that avoids water, cliffs, the world edge, trees and buildings - Spawner keeps a habitat-based budget around the player (6/4/3) - Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits - Wooden spear (thrust or throw) and crude bow with draw-scaled arrows; projectiles stick in the world as saved pickups - Carcasses: E to butcher for meat, hide and embedded arrows - Boars charge and gore when hit; hurt flash and a brief healing pause - Cooked meat gives Well fed (faster stamina and healing); buffs saved - Hide cloak: wear for warmth, saved, goes in the grave on death - Feathers as meadow pickups (appended, existing save ids unchanged) - New test_creatures_combat suite; run_all.sh gets a per-suite time limit
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@@ -32,7 +32,8 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
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- [x] Weather (rain, storm, snow), wet/shelter *(M1c)*
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- [x] Snap-together building: floor/wall/door/roof/gable, resource cost, support + collapse, dismantling *(M1c)*
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- [x] Bed spawn point and sleeping, resource regrowth *(M1c)*
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- [ ] Creatures, hunting, weapons *(M1d)*
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- [x] Creatures (rabbit, deer, boar), hunting, club/spear/bow, butchering, cooked-food buffs, hide cloak *(M1d)*
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- [ ] Wolves at night, hide armour, more recipes *(later M1 polish)*
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- **Done when:** gather → craft → build a tiny shelter, single-player.
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## M2 — Multiplayer · ~2–4 months
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