Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15
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@@ -164,3 +164,104 @@ its edge or animals that spawn in the sea.
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wolves sooner, or keep the same grace period everywhere?
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4. **Which second worldlet first:** Cove (sea fishing, the beach you
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mentioned) is my suggestion.
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## 10. The journey: tunnelling out (proposal, Nov 2026)
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A goal for the game, from Paul: once you have a good enough pick, you tunnel
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through the mountain rim into the next, slightly harder worldlet, and now and
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then go back to earlier ones for what only they have. This is option B
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(linked worldlets) from §2, reached by digging rather than a path.
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### The shape of it
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- **A chain of worldlets**, each a little harder: Valley (today's island) →
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Cove (sea, salt, mackerel) → Highlands (cold, deep snow, bigger packs) →
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Marsh (bog iron, sickness, mists) → the Ember, the volcanic heart the game
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is named for: the end of the journey.
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- **The goal**, something to tell players on day 1: Old Tam talks of the
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land beyond the mountains, where the fire in the earth still burns. Reach
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the Ember and light the old beacon there. (Whether there's an ending or
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it's open-ended is a question below.)
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- **Gates:** each tunnel needs the best tool from the worldlet you're in.
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The antler pickaxe (from the Old Stag) opens the Valley's tunnel; the
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Highlands need a pick made from something found in the Cove, and so on.
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Each worldlet has its own boss or trial, like the Old Stag.
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### A different crossing each time (Paul, Nov 2026)
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Players have to work out how to get from each worldlet to the next, and
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it's a different way every time: tunnelling, climbing, burrowing, sailing.
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Each crossing is that worldlet's puzzle, and what it needs comes from what
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you've learned and gathered there:
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| From → to | Crossing | Needs (a first idea) |
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|---|---|---|
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| Valley → Cove | **Tunnel** through the rim at a seam | the antler pickaxe, timber props, light |
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| Cove → Highlands | **Sail** out of the bay and round the headland | a boat (planks, nails, a hide sail, rope), calm weather, food that keeps |
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| Highlands → Marsh | **Climb** a frozen cliff | climbing picks and rope, warmth to last the climb (bear cloak, pemmican) |
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| Marsh → Ember | **Burrow** under the old lava crust | a digging tool from bog iron, and a way through the heat and gas |
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- **The hint, not the answer:** each worldlet shows its way out without
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explaining it: a seam in the rock with old pick marks, a wrecked boat on
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the beach, rope frayed on a cliff ledge. Old Tam (and his tips) nudge,
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and the guide can keep it vague.
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- **Coming back** uses the same crossing in reverse (the tunnel stays dug,
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the boat stays moored, the rope stays fixed), so supply runs get easier
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once you've made the way.
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- **New systems this needs, one per crossing:** digging into a rim seam
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(tunnel and burrow share most of it), a boat you build and steer on the
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water, and climbing a marked face. Each is a phase of its own (J1 tunnel;
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later the sail, the climb, the burrow).
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### Tunnelling (the first crossing)
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- **Where:** each worldlet's rim has one or two **seams**: cracked, darker
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rock faces with a few loose stones at the foot, findable by exploring
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(and Old Tam's tips). The rim stays a wall everywhere else.
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- **How:** hit a seam with a good enough pick, many times. Each stretch dug
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needs **timber props** (wood) or it falls back in, and it's dark in there:
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candles, torch stands or a lantern. The tunnel is a short, built-for-it
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cave (a few bends, maybe a side chamber with ore or a hazard), so it
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stays hand-made rather than a hole through the terrain mesh, which the
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heightmap can't do.
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- **Through:** the far end opens onto the next worldlet. Walking out loads
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it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
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### Why go back
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- **Each worldlet has things the others lack.** Clay and salt only in the
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Valley and Cove; little wood in the Highlands; no bears outside the
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Valley (so bear fat for candles and pemmican is a supply run); a fish or
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herb only one place has. Food that keeps (pemmican, salted and smoked
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meat, clay jars) becomes what you carry between them.
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- **Your bases stay** where you built them: each worldlet keeps its own
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save file, so your Valley hut, chests and jars are waiting.
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- **Time:** a worldlet you're not in stands still (as a server does with
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nobody on), so a base you left doesn't starve or get raided.
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### Building it (phases)
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| Phase | Delivers | Done when |
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|---|---|---|
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| **W0-W2** | the worldlet groundwork above (terrain pipeline, worldlet in the save, several water bodies) | as §8 |
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| **J1** | seams in the rim, digging with props and light, a tunnel scene, travel between two worldlets in single-player, per-worldlet save files | dig through from the Valley, walk to the Cove, walk back to your hut |
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| **W3** | the Cove (§5) as the second worldlet | its suites pass, and its tunnel back works |
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| **J2** | gates and supply needs: tool tiers per tunnel, resources only some worldlets have | a test bot can't open the second tunnel without the Cove's pick |
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| **J3** | multiplayer travel (see below) | two players in different worldlets on one server, or the rule we choose |
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| **J4** | Highlands, Marsh, the Ember and its ending | the journey can be finished |
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### Multiplayer: the hard part
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A server today runs one island. Options:
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- **Everyone together:** travel needs every player at the tunnel (like the
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sleep rule). Simplest; one worldlet runs at a time.
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- **Spread out:** the server runs each worldlet that has someone in it.
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The most freedom, and the most work and CPU.
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- **Party leader:** whoever goes through brings the others with a vote.
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### Questions for you
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1. **The ending:** a real ending at the Ember (light the beacon, a last
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boss, the credits) or open-ended (the journey is the goal, keep living)?
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2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
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and in that order? Should a worldlet have more than one way out (a hard
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one and a long one)? And for the tunnel: only at marked seams, or
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anywhere in the rim (more freedom, harder to make good tunnels)?
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3. **Multiplayer:** everyone together, spread out, or a party vote?
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4. **How much harder** each worldlet: stronger animals and weather only, or
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new rules too (thirst in the Ember, sickness in the Marsh)?
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5. **Order:** Cove second (sea fishing, gentle) as planned, or straight
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into the Highlands for a harder step?
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