Fish per water type in data/fish.json; worldlets design
- data/fish.json: fish, weights, dawn/dusk odds, bite timing and minimum depth per water type; ItemDB.define_water() registers them - world.water_at(x, z) answers lake / sea / dry land; the float uses it, so a worldlet with a sea only needs a "sea" entry - Clear messages for shallow water and water with nothing to catch - Lake fish: more of them, bigger, nearer the shore, jumping with splash rings - docs/WORLDLETS_DESIGN.md: proposal for data-defined world types
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@@ -218,7 +218,10 @@ Built in M1b (`scripts/player/survival.gd`), current numbers:
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just reels in. Walking more than about 30 m off snaps the line, and
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switching away from the rod reels in.
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- Catch: perch (common) and trout (22%, or 40% at dawn and dusk). Grill
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them at a campfire. A few fish swim visibly in the lake.
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them at a campfire. A few fish swim visibly in the lake, and some jump.
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- Fish, weights and bite timing live in `data/fish.json` per water type.
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The float asks `world.water_at()` what it landed in (lake, sea...), so a
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worldlet with a sea only needs a "sea" entry there (docs/WORLDLETS_DESIGN.md).
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### 2.8c Mixed diet *(built)*
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Every food belongs to a group: **meat** (raw meat 8, cooked 40), **fish**
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