Paul Bailey
f9b138b304
J3c: a land server stopping tells its players and is started afresh when they rejoin; the extra ports to forward on the Host page, the hosting message, the server log and HOSTING.md
2026-11-07 00:08:05 +00:00
Paul Bailey
86ebe07899
J3b: chat, the player list (with each player's land) and admin commands across lands; sleep needs everyone in every land, with a 'waiting for everyone else' message
2026-11-06 23:42:50 +00:00
Paul Bailey
85bbed249b
J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands
2026-11-06 23:14:11 +00:00
Paul Bailey
b938e045cb
One clock for every land: going back to a land catches it up on the time away (like a night's sleep) instead of rewinding to when you left; J3 decided: a server per land with the Valley's as hub, sleep needs everyone in every land
2026-11-06 21:57:37 +00:00
Paul Bailey
ad47cd53da
The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear
2026-11-06 21:35:04 +00:00
Paul Bailey
980ee53579
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)
2026-11-06 17:51:58 +00:00
Paul Bailey
793b214786
W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source
2026-11-06 17:08:42 +00:00
Paul Bailey
9b88a10609
W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded
2026-11-06 16:48:20 +00:00
Paul Bailey
db4a659236
W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan
2026-11-06 15:51:43 +00:00
Paul Bailey
f4df2bc99d
Journey: one boat each, no passengers; tunnels, ropes and burrows shared
2026-11-06 14:30:51 +00:00
Paul Bailey
5584f74a8b
Journey: multiplayer spread out (decided)
2026-11-06 14:17:56 +00:00
Paul Bailey
77517be778
Journey decisions: extendable ending, four crossings, biome hazards; server cost measured
2026-11-06 14:16:07 +00:00
Paul Bailey
eaeb841c1d
Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15
2026-11-06 13:56:43 +00:00
Paul Bailey
8e8f10eb96
Tutorial world plan (docs/TUTORIAL_DESIGN.md), roadmap updated
2026-11-04 18:17:26 +00:00
Paul Bailey
4630ea5d44
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
2026-11-04 11:41:04 +00:00