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Cinderwild/docs/SETUP_ON_NEW_MACHINE.md
2026-11-03 22:43:11 +00:00

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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 4.3+

  • macOS / Windows / Linux: download the standard build (NOT the .NET/C# build — this project is pure GDScript) from https://godotengine.org/download
  • Any 4.3.x or newer 4.x works. The project was built on 4.3.stable.

2. Get the project onto the machine

You have the folder (from the zip, or a git remote). Then:

# If you brought the .zip:
unzip valheimlike.zip
cd valheimlike

# If you use a git remote instead (recommended for ongoing work):
git clone <your-remote-url> valheimlike
cd valheimlike

3. Open / run it

# 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 complete (walkable lit world). Next is M1 (gather → craft → build). See docs/ROADMAP.md.

A zip is a one-time snapshot. For going back and forth between machines, create a private remote once and push:

# GitHub (private):  gh repo create valheimlike --private --source=. --push
# or any remote:
git remote add origin <your-remote-url>
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.