- Net autoload: headless dedicated server (--server) on UDP 24242 via ENet,
server.json preferences (flags override per run, never saved), reserved
names in names.json
- Identity: RSA-2048 key per install (Godot has no Ed25519), player id =
key hash, challenge/response so ids can't be faked; profile with name
and limited appearance (tunic, hair, beard)
- Server refuses bans, allowlist misses, duplicate logins, bad or taken
names, wrong passwords, old protocol versions and a full server, each
with a clear reason; first player on a new server becomes admin
- Title screen: Profile, Join Game, and a lobby with server info, rules
and who's online
- test_net_lobby: real headless server + bot processes over UDP (38
checks); --exit-with so test servers never outlive the test
Wolves
- Den: a boulder cave at the foot of the rim, sited from the seed (away
from the sea and spawn, mouth toward the valley, clearing in front)
- Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting
from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day
- Wary pack hunters: circle and dart in one at a time; a lit campfire is a
safe zone, a torch makes them hesitate, walls block bites (line of
sight); hit one and the pack turns; hurt wolves flee; a lone wolf is
timid; by day they defend the den; home at dawn
- Glowing eyes, synthesised howls, can't sleep with wolves prowling
- Wolf pelt and Wolf Cloak (+25 warmth)
- Animals take a committed detour around obstacles
Fishing
- Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite
- Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them
- Visible fish near the shore that jump with splash rings
Mixed diet
- Foods belong to meat, fish or greens; each level runs down over ~1.5 days
- One group low: no healing; two low: Malnourished (health drains);
all three good: Balanced diet (heal x1.5); HUD diet bars; saved
Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
- 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
- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days
and above the snowline), lightning, synthesised rain/wind/thunder sound
- Rain/snow particles stopped by roofs; wet ground, settled snow and wind
via global shader uniforms
- Snap-together wood floor, wall, door, roof and gable with structural
support, collapse and X to dismantle
- Shelter detection: dry under a roof, warmer and Rested inside with a fire;
rain burns an uncovered campfire faster
- Bed sets the spawn point and lets you sleep through the night
- Trees, boulders and ground pickups regrow; timers saved
- Grass cleared under floors; shorter HUD hint
- New test_weather_building suite (62 checks) and tests/run_all.sh, which
also fails on script errors