# Continuing on another machine This project is a self-contained git repo. Everything needed to build and run is in it except **Godot itself** (which you install once per machine). No assets to download — the M0 world is generated in code. ## 1. Install Godot 4.7+ - **macOS / Windows / Linux:** download the *standard* build (NOT the .NET/C# build — this project is pure GDScript) from https://godotengine.org/download - Use **4.7.x or newer 4.x**. The project is on `4.7.2.stable`. **Older versions (4.3 etc.) can't run it**: they fail with script errors. Check with `godot --version`, or `/Applications/Godot.app/Contents/MacOS/Godot --version` on a Mac. - macOS shortcut: `brew install --cask godot`. If Homebrew can't unpack it, download the zip from the GitHub release page and move `Godot.app` to `/Applications` (replacing any older one). ## 2. First run on a fresh copy: import once Godot keeps its list of named classes (e.g. `Inventory`) in `.godot/`, which isn't in git. Opening the project in the editor creates it. If you only run **headless** (a server, or the tests), import once after cloning: ```bash godot --headless --path . --import ``` Without it you get errors like `Could not find type "Inventory"`. `server/run_server.sh` and `tests/run_all.sh` do this for you. ## 3. Running a dedicated server ```bash server/run_server.sh # settings from server.json server/run_server.sh --server-name "Paul's island" --password secret --port 24242 ``` It checks the Godot version, imports a fresh copy, then starts the server on UDP 24242 with no window. Settings live in `server.json` (its path is printed at start-up; on macOS it's under `~/Library/Application Support/Godot/app_userdata/Emberwild/server/`). The shared island is saved in `worlds/server-world/` in that same folder, within 10 seconds of any change (and when someone leaves). Stop it with Ctrl+C. Players join with **Join Game** on the title screen. Over Tailscale, use the server machine's 100.x address or its machine name. See `docs/MULTIPLAYER_PLAN.md` for all the options. ## Tests Run everything (fails on any failed check or script error): ```bash tests/run_all.sh ``` Or one at a time: ```bash # Wolves: den, grace period, hunting, fire and walls, pack tactics godot --headless --path . --script res://tests/test_wolves.gd # Fishing and the mixed diet godot --headless --path . --script res://tests/test_fishing_diet.gd # Wildlife, melee, spear, bow, butchering, cooking + buffs, cloak, drops godot --headless --path . --script res://tests/test_creatures_combat.gd # Weather, shelter, snap building, support, doors, beds, regrowth godot --headless --path . --script res://tests/test_weather_building.gd # Boundary: tries to walk/jump out of the valley in 24 directions godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd # Terrain: no deep pits / floating water at the boundary, across 8 seeds godot --headless --path . --script res://tests/test_terrain_edges.gd # Survival loop: inventory, crafting, chopping, mining, pickups, building, chests godot --headless --path . --script res://tests/test_survival_core.gd # Save/load round trip + world slots (uses user://test_worlds, not your saves) godot --headless --path . --script res://tests/test_save_load.gd # Multiplayer lobby: a real headless server on UDP 24343 + scripted bot players godot --headless --path . --script res://tests/test_net_lobby.gd # Multiplayer world: avatars, smooth movement at 100 ms latency, cheat checks (UDP 24345) godot --headless --path . --script res://tests/test_net_world.gd # Survival stats: hunger, warmth, fire fuel, cooking, foraging, death + grave godot --headless --path . --script res://tests/test_survival_stats.gd ``` ## Save files Worlds are per machine, under `~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/` on macOS (`%APPDATA%\Godot\app_userdata\Emberwild\worlds\` on Windows). Copy a world's folder across to move it to another machine. The game used to be called Valheimlike, and its data lived in `app_userdata/Valheimlike/`. The first time Emberwild starts it copies worlds, your identity and server settings across to `app_userdata/Emberwild/` (`scripts/core/boot.gd`). The old folder is left alone as a backup, and you can delete it once you're happy. ## 2. Get the project onto the machine You have the folder (from the zip, or a git remote). Then: ```bash # If you brought the .zip: unzip valheimlike.zip cd valheimlike # If you use a git remote instead (recommended for ongoing work): git clone valheimlike cd valheimlike ``` ## 3. Open / run it ```bash # Open in the editor (first open rebuilds the local .godot cache — this is normal): godot --path . # or: open Godot, "Import", pick this folder's project.godot # Run the game directly: godot --path . ``` On macOS the binary inside the app is: `/Applications/Godot.app/Contents/MacOS/Godot --path .` ## Controls WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor. ## Notes - The `.godot/` cache folder is machine-local and git-ignored — it regenerates on first open. Don't copy it between machines. - If scripts look like they "didn't load", let the first editor open finish its import pass, then press play. - Where we are: **M0 + M0.5 complete** (detailed, bounded island valley). Next is **M1** (gather → craft → build). See `docs/ROADMAP.md`. ## Recommended: push to a git remote for cross-machine work A zip is a one-time snapshot. For going back and forth between machines, create a private remote once and push: ```bash # GitHub (private): gh repo create valheimlike --private --source=. --push # or any remote: git remote add origin git push -u origin main # (branch may be 'master' — check `git branch`) ``` Then on each machine it's just `git clone` / `git pull` / `git push`.