Each land's set pieces from its data: the barrow, the standing stones and the bear are the Valley's alone, the Cove keeps its wolves; the Cove's 0.6.0 plan (treasure: one each, each in its own place)
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@@ -283,6 +283,46 @@ The steps:
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- Later: tides (sea level shifting slowly), a raft or rowing boat, and
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driftwood on the beach.
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### The Cove's own dangers and the pirate treasure (Paul, Nov 2026, for 0.6.0)
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Paused at the Cove for a playtest before the Highlands. The Cove gets its
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own set pieces instead of copies of the Valley's:
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- **Set pieces per land**, listed in each worldlet's data (`"places"`). The
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Valley keeps the wolf den, the barrow, the standing stones (the Old Stag)
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and the bear; the Cove keeps the wolves only, and gets the wreck and the
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treasure.
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- **The wreck:** a beached ship on the rocks at the far end of the bay, its
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timbers along the sand (driftwood). Its captain's sea chest: some nails,
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rope, coins and a **torn treasure map**.
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- **The map:** reading it puts an X on your N map: a mound of loose earth
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by a marker stone in the Cove's hills (your own spot: see below).
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- **The dig:** a pickaxe, many blows, turns up the **pirate chest**: a
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**ship's compass** (what the boat will need to sail to the Highlands: the
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next crossing's gate, J2), a **spyglass** (zooms your view while held),
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**pirate gold**, and a **cutlass** (quick, harder-hitting than the iron
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spear).
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- **One treasure each, each in its own place** (online too): the wreck's
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chest gives each player their own map, once, and each map's X is
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somewhere different: picked from the world's seed and the player's id
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(so it's fixed for them), among dry, gentle spots in the Cove's hills
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away from the other places. You only see your own mound; the server knows
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every player's spot and what each has found, and checks the right one
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when you dig.
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- **Gold** is a **trophy you can place** in your hut (a heap of coins) for
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now; what else it's for waits until there's a trader.
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- **The drowned crew:** the treasure's guards (the Cove's barrow guards).
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Two or three rise from the shallows round the dig at night, or as the
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chest comes up, for whoever's digging. Slow, hit hard, unafraid of fire,
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they drag at you in the water.
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- **Crabs** on the beach at dusk (pinch if trodden on; food), and **gulls**,
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thieves like the crows (fish off drying racks, things dropped on sand).
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- **The boat** (J2's first part): driftwood, seagrass rope and pitch (pine
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resin and salt), at a workbench, placed at the pier. One each, moored,
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yours and your friends'. Setting sail says the Highlands are uncharted
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for now.
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- **Report a bug** in the pause menu, and a short playtest guide.
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- Order: set pieces per land, the wreck and map, the dig and the drowned
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crew, crabs and gulls, the boat, report a bug; then 0.6.0 (protocol 18).
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## 6. Done already (groundwork)
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- `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and
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the sea, and fishing uses it instead of `terrain.water_level`.
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