Rename the game to Emberwild (data copied from the old folder)
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@@ -33,7 +33,7 @@ server/run_server.sh --server-name "Paul's island" --password secret --port 2424
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It checks the Godot version, imports a fresh copy, then starts the server on
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UDP 24242 with no window. Settings live in `server.json` (its path is printed
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at start-up; on macOS it's under
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/server/`).
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`~/Library/Application Support/Godot/app_userdata/Emberwild/server/`).
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Stop it with Ctrl+C. Players join with **Join Game** on the title screen. Over
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Tailscale, use the server machine's 100.x address or its machine name. See
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`docs/MULTIPLAYER_PLAN.md` for all the options.
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@@ -71,10 +71,16 @@ godot --headless --path . --script res://tests/test_survival_stats.gd
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## Save files
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Worlds are per machine, under
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/worlds/` on
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macOS (`%APPDATA%\Godot\app_userdata\Valheimlike\worlds\` on Windows). Copy a
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`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/` on
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macOS (`%APPDATA%\Godot\app_userdata\Emberwild\worlds\` on Windows). Copy a
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world's folder across to move it to another machine.
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The game used to be called Valheimlike, and its data lived in
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`app_userdata/Valheimlike/`. The first time Emberwild starts it copies worlds,
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your identity and server settings across to `app_userdata/Emberwild/`
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(`scripts/core/boot.gd`). The old folder is left alone as a backup, and you
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can delete it once you're happy.
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## 2. Get the project onto the machine
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You have the folder (from the zip, or a git remote). Then:
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