Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15
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# Progression and challenges design
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Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag).
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Status: **P1-P6 built** (iron, stone, adversaries, hazards, the Old Stag,
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and uses for every material).
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*As built in P6 (0.3.0, every material earns its place):*
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- Clay jar (8 clay, fired at a campfire): 6 slots, food inside ages at a
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third of the rate (`Inventory.keep_mult`, which moves the "rot" stamps).
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- Bedroll (3 hide, 6 feathers, 4 fibre): a bed (group "bed", like the bed
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everywhere a spawn bed is looked for) that needs no shelter, only no rain
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or snow on it.
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- Wolf-pelt rug (3 wolf pelts): a rug, so Cozy like the fur rug.
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- Fang necklace (2 fangs, 1 alpha pelt): a "charm" carried anywhere in the
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bag; hits whose cause names a wolf do 70% (`Actions.charm_mult`).
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- Bear cloak (2 bear hide, 2 hide): +40 warmth, the warmest.
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- Pemmican (2 cooked meat, 3 berries, 1 bear fat at a campfire, makes 3):
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meat and greens, keeps 30 days.
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- Rotten food is fishing bait: carried, bite waits x0.6, a bite uses one.
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- Lights to place (after 0.3.0): tallow candle (bear fat and fibre, makes 4,
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7 m) and torch stand (11 m, shadows), always lit (`lamp.gd`).
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- `Q` drops what you hold (shift: one), at your feet, online too; `K`/`M`
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move the hotbar up and down the bag's five rows (any slot can be held).
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- `tests/test_items_more.gd` checks every material has a use.
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*As built in P1:*
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- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
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