M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave
- Health, stamina, hunger, warmth and wet with HUD bars, status tags and clock - 20-minute day/night cycle with moon, stars and lit clouds - Campfire fuel (2 min start, 15 min max), heat radius, cooking needs a lit fire - Berry bushes (regrow 10 min), mushrooms, roasted mushroom, torch - Stamina costs for sprint, jump and harvest hits - Death respawns at island start and leaves a grave bag - Saves include stats, time of day, fire fuel, regrowth timers and graves - New test_survival_stats suite; tests fail if a script error aborts them
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@@ -84,6 +84,21 @@ Status effects: **Wet** (rain or swimming: warmth drains faster, lasts after
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you're out), **Cold** / **Freezing**, **Warm** (near a fire), **Sheltered**,
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**Rested** (sat by a fire under a roof: stamina regen buff).
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Built in M1b (`scripts/player/survival.gd`), current numbers:
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- Hunger: full to empty in 1500 s (about 1.25 days), 1.5x faster below 30
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warmth. Eating is refused at 98+. Berries +9, mushroom +6, roasted
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mushroom +24.
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- Warmth eases toward a target: air warmth (22 at night to 68 at noon, -0.9 per metre above 12 m) plus
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up to +70 from a fire or a held torch. Warms at 7/s, cools at 1.6/s.
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- Wet: 90 s after leaving deep water, -22 to the warmth target, dries 3x
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faster by a fire.
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- Stamina: regen 24/s after a 1 s pause. Sprint 14/s, jump 8, harvest hit 6.
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- Health: -0.6/s starving, -0.5/s below 12 warmth, +0.5/s when fed (>40)
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and warm (>35).
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- Campfire: starts with 2 min of fuel, holds 15 min, +fuel with wood (E),
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heat radius 7 m. Out of fuel = no heat, no cooking.
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- Berry bushes regrow after 10 min. Torch = 1 stick + 2 fiber.
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### 2.7 Time & weather *(M1b / M1c)*
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- Day/night cycle: 20 real minutes per day by default. The sun, sky, fog and
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ambient light follow time of day. Nights are dark enough that a campfire or
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@@ -121,9 +136,10 @@ you're out), **Cold** / **Freezing**, **Warm** (near a fire), **Sheltered**,
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- A save stores only what the player changed: player position and look,
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inventory, hotbar slot; placed pieces and chest contents; tree and boulder
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damage, stumps, mined rocks; collected pickups. Everything else regenerates
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from the seed. *(Later: stats, time of day, weather, regrowth timers.)*
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from the seed. Since M1b it also stores stats, time of day, bush regrowth
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timers, campfire fuel and graves. *(Later: weather.)*
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### 2.11 Death *(M1c)*
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### 2.11 Death *(built in M1b)*
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- On death you respawn at your bed (or the island spawn) and leave a **grave
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bag** with your inventory where you died (Valheim-style: punishing but
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recoverable). The world carries on.
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@@ -146,8 +162,8 @@ you're out), **Cold** / **Freezing**, **Warm** (near a fire), **Sheltered**,
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| Phase | Delivers | Playable "done when" |
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|---|---|---|
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| **M1a** *(done)* | items/recipes data, inventory + hotbar, pickups, chop/mine with tools, crafting UI, campfire / workbench / chest placement, chest storage, pause menu, **title screen + world slots + save/load + autosave** (pulled forward from M1c) | you craft an axe, fell a tree, build a fire, stash wood in a chest, quit and continue |
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| **M1b** | hunger/warmth/stamina/health HUD, day/night cycle, campfire warmth + fuel, cooking, bushes (fiber, berries), torches | you survive your first night by the fire |
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| **M1c** | weather (rain, storm, snow) + wet/shelter, snap building (floor/wall/roof/door) with support, death + grave bag, resource regrowth | you build a hut and wait out a storm |
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| **M1b** *(done)* | hunger/warmth/stamina/health HUD, day/night cycle with moon and stars, campfire warmth + fuel, cooking, bushes (fiber, berries), mushrooms, torches, **death + grave bag** (pulled forward from M1c) | you survive your first night by the fire |
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| **M1c** | weather (rain, storm, snow) + wet/shelter, snap building (floor/wall/roof/door) with support, bed spawn point, resource regrowth | you build a hut and wait out a storm |
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| **M1d** | rabbit/deer/boar AI, club/spear/bow, hides, cooked food buffs | you hunt a deer and eat its meat |
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## 5. Open decisions (current defaults in bold)
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