- 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
4.0 KiB
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 moveGodot.appto/Applications.
Tests
Run everything (fails on any failed check or script error):
tests/run_all.sh
Or one at a time:
# 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
# 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:
# 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 + 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:
# 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.