Files
Cinderwild/docs/SETUP_ON_NEW_MACHINE.md
Paul Bailey f174221268 Wolves with a den, fishing, and a mixed diet
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
2026-11-04 11:32:16 +00:00

95 lines
3.9 KiB
Markdown

# 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
- Use **4.7.x or newer 4.x**. The project was upgraded to `4.7.2.stable` (an
older editor will warn that the project is from a newer version).
- 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`.
## 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
# 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/Valheimlike/worlds/` on
macOS (`%APPDATA%\Godot\app_userdata\Valheimlike\worlds\` on Windows). Copy a
world's folder across to move it to another machine.
## 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 <your-remote-url> 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 <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`.