The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too
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@@ -664,9 +664,9 @@ func _scatter_pickups() -> void:
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rng.seed = world_seed + 6
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# Order matters: new kinds go at the END so existing saves keep their ids.
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var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110, "feather": 70, "fiber": 150,
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"iron_nugget": 70, "clay": 60, "salt": 40}
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"iron_nugget": 70, "clay": 60, "salt": 40, "driftwood": 45}
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var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25, "feather": 0.25, "fiber": 0.45,
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"iron_nugget": 0.25, "clay": 0.3, "salt": 0.25}
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"iron_nugget": 0.25, "clay": 0.3, "salt": 0.25, "driftwood": 0.5}
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for id: String in want:
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# Fibre grows as a plant (wild flax) you pick, 2 fibre a clump.
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var mesh: Mesh = ItemMeshes.build("fiber_plant") if id == "fiber" else ItemDB.mesh_for(id)
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@@ -709,10 +709,17 @@ func _scatter_pickups() -> void:
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var shore: float = 1.0 - smoothstep(terrain.water_level + 0.4, terrain.water_level + 1.8, h)
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chance = shore * 0.95 if by_lake else 0.0
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"salt":
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# Crusts on the cliff tops above the sea (P4).
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# Crusts on the cliff tops above the sea (P4), or (the Cove)
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# on the sand just above the waterline.
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chance = 0.95 if terrain.sea_weight(x, z) > 0.6 and _near_rim(x, z) > 0.35 else 0.0
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if terrain.beach_weight(x, z) > 0.6 and h < terrain.water_level + 1.2:
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chance = 0.6
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"driftwood":
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# Washed up along a beach (the Cove), near the waterline:
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# what a boat's hull is made of.
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chance = 0.95 if terrain.beach_weight(x, z) > 0.6 and h < terrain.water_level + 1.6 else 0.0
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# A few right by the spawn so the first craft is quick.
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if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0 and not id in ["iron_nugget", "clay", "salt"]:
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if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0 and not id in ["iron_nugget", "clay", "salt", "driftwood"]:
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chance += 0.5
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if keep > chance:
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continue
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