J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others)
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@@ -257,6 +257,14 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
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return false
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var held: Dictionary = ItemDB.get_item(player.held_item_id())
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var tool: Dictionary = held.get("tool", {})
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if node.has_method("refusal"): # (the cliff tunnel's faces: their own rules first)
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var why: String = node.refusal()
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if not why.is_empty():
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notify.emit(why)
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return false
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if tool.get("kind", "") == node.tool_kind and int(tool.get("tier", 0)) < node.min_tier:
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notify.emit("Too hard: you need a better pick")
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return false
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if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
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notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
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return false
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