339 lines
21 KiB
Markdown
339 lines
21 KiB
Markdown
# Progression and challenges design
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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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shore) and rusty boulders (about a quarter of the boulders, mostly near
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the rim; iron ore when mined) are on every island, old worlds included.
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- Charcoal kiln (2 wood -> 1 charcoal, 20 s), smelter (1 ore or 3 nuggets +
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1 charcoal -> 1 bar, 30 s) and forge. Kiln and smelter open like chests
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and work on their own (also through a slept night and on a server).
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- At the forge: iron axe and pickaxe (twice as fast), iron spear, iron
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arrows (x1.5 damage, the bow uses them first), nails, lantern.
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- **Durability** (decided: yes): stone tools 60 uses, club 80, wooden spear
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50, bow 100, rod 80, iron tools 200 (iron spear 180). A bar on the slot;
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a warning near the end; it breaks at 0. Repair in the crafting panel's
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Repair tab: stone and wood at a workbench (a flint, wood or fibre), iron
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at the forge (an iron bar). Wear stays with the item in chests, graves,
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on the ground (a thrown spear) and in saves.
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- Not yet: the cooking pot and stews, the iron-banded door (with P3, when
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something can break doors), iron armour.
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*As built in P2:*
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- Stonecutter (workbench: 8 wood, 4 iron, 10 stone) cuts 2 stone into a
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block of cut stone. No granite outcrops yet: the stonecutter is the only
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source.
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- At the stonecutter: stone floor (4), wall (6), pillar (3), stairs (4),
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window (5), doorway with a wooden door (6 + 4 wood), hearth (10).
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- At the workbench: wooden stairs, window and palisade (with nails), a
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wooden post, a palisade gate.
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- Support: stone loses 5% going up (wood 10%); wood can't hold stone up
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("Stone needs stone or the ground under it"); through a pillar any step
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up or down counts as vertical, so a post under a span carries it.
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- Hearth: a campfire (fuel, cooking, wolves) with 1.5x the heat radius that
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rain never speeds up. A sheltered room with mostly stone walls is 6
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warmer. Shelter rays now run 0.6 m up, under window sills, so a room with
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windows still counts.
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- Palisade: 3 m tall, blocks like a wall online too. No fences.
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*As built in P3 so far (the alpha):*
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- Wolf moon: nights 7, 14, 21... (worked out from the day, so every game on
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a server agrees). The moon turns red and a toast warns you.
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- The alpha (135 HP, bites for 16) comes out of the den with the pack and
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leaves at dawn. It isn't afraid of fire and never runs. If it can't reach
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you it batters the nearest shut door near you: a wooden door (or the
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wooden leaf in a stone doorway or palisade gate) gives way after about
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five blows and hangs broken until mended (E, 2 wood); then it comes in.
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- Iron-banded door (forge: 2 iron, 4 wood, 4 nails) can't be broken.
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- Drops: alpha pelt, 1-2 fangs, meat. Alpha cloak (+35 warmth) at the
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workbench. Network protocol 7.
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*As built in P3 so far (the bear):*
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- One bear per island (220 HP, hits for 24, runs at 7 m/s: slower than you
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sprinting). Home is the densest forest near the rim, at least 60 m from
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the spawn and the den, picked from the seed. It sleeps there at night.
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- From day 3, by day, it sniffs out food within 60 m: a chest with food in
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it or food left on the ground, with nobody within 12 m. It walks over,
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eats all the food (nothing else) and wanders off. Food it can't walk to
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is safe: fenced in = all 32 level rays from it hit building pieces (a
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palisade ring, a closed hut; an open door lets it in). It breaks nothing.
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- Closer than 8 m it rears up and warns you; stay within 6 m and it
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charges. Hit it and it charges; under a quarter health it runs.
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- Killed, it comes back 3 days later at dawn, when nobody's near its home.
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Its death (and a wounded bear's health) is saved with the world.
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- Drops: bear hide, 2-3 fat (fire fuel, three times wood), 5-7 meat. Fur
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rug (bear hide, 2 fibre): in a sheltered room, Cozy: +4 warmth and
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Rested twice as fast. Network protocol 8.
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*As built in P3 (crows and foxes):*
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- Food left on the ground with nobody within 10 m for 20 s draws a thief
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from 35 m away (at most 3 at once): a crow by day, a fox from 17:30 to
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06:30. Food in a chest is never touched by them.
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- A crow flies in, lands and eats one every 3 s; anyone within 7 m and it
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takes off. Shot down: 1-2 feathers.
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- A fox slinks up and runs off with the whole stack; come within 10 m
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while it's creeping in and it bolts empty-handed. Kill it while it's
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carrying and it drops the food; let it get 45 m from everyone and it's
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gone. Raw meat and a hide.
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*As built in P3 (the barrow):*
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- One per island, on open ground (55 m+ from the spawn, 70 m+ from the
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den; looser on lumpy islands): a grass mound you can walk over, a stone
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passage into a 4 x 4 m chamber with a coffin, ringed by standing stones.
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- Three guards (80 HP, hit for 20, move at 3.4 m/s: slower than you walk)
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stand at their posts. They wake when someone is inside the stone ring at
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night or any time after day 10, when the coffin is opened, or when one
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is hit. Fire and torches don't bother them. Beyond 22 m from the barrow
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they give up and walk back to their posts.
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- The club is blunt: +50% on bone. Guards drop a little iron.
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- The coffin: 1-3 iron bars, 3-6 nuggets and a barrow key piece (three
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open the standing stones, P5). It fills again 5 days after it was
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emptied, at dawn with nobody about, and the fallen guards are back.
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Emptied coffin and fallen guards are saved. Network protocol 10.
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- Not yet: iron scrap (bars and nuggets instead); the standing stones and
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the Old Stag (P5).
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*As built in P4 (hazards):*
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- Spoilage: food carries a "rots at" world time on its stack (stamped when
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it first goes into a bag or chest; merged stacks average it), so it rots
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in bags, chests, graves, racks and on the ground, and through sleep and
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saves. Raw meat and fish 2 days, berries 3, mushrooms and cooked food 4,
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roasted mushrooms 6, smoked 12, salted 20. Rotten food is junk; food
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rotting on the ground just goes. A bar on the slot runs green to brown;
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the tooltip says Fresh / Going off / Nearly rotten, with hours left.
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- Rot speed: normal, slow (half) or off. Chosen on the New World page
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(meta.json "rot"); on a server, "rot" in server.json or /set rot.
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- Smoking rack (by hand: 6 sticks, 4 wood, 4 fibre): 2 raw meat + a wood,
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or 2 perch (or 1 trout) + a wood, make 2 smoked, a minute a batch.
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- Salt: 40 crusts on the cliff tops above the sea. 2 raw meat (or 2 perch,
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or 1 trout) + a salt: 2 salted, by hand.
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- Food poisoning: raw meat 35%, raw fish 20%. A minute of half-speed
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stamina and no eating. Cooked, smoked and salted food are safe.
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- Blizzards: fog x7; out in one, an extra 18 warmth lost on top of the
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cold, and you cool twice as fast. A hard-winter blizzard freezes you by
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day without a coat; a hide cloak keeps you out of Freezing; a hearth room
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stays Warm. Snow piles on roofs (a look only).
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- Hard winters: days 12-14, 24-26, ... (every 12 days): always cold, 8
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colder than a cold day, snowier, half the animals, the lake's edge frozen
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(walkable ice, no fishing through it). Warned the day before.
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- Lightning (decided: trees only): in a storm, a strike every 50-110 s on a
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tree within 90 m of someone, the taller and nearer the rim the likelier.
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It burns 40 s (you can warm yourself by it), falls, and leaves 2 charcoal.
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- Network protocol 11.
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*As built in P5 (the Old Stag):*
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- The standing stones: 7 tall stones in a ring at the foot of the rim with
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an altar in the middle (from the seed; 60 m+ from the spawn and den, 50 m+
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from the barrow, 42 m+ from the bear's home). E on the altar sets barrow
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key pieces in its three hollows; with all three in, at night, it calls
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the Old Stag.
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- The Old Stag: 900 health, 3.8 m at the shoulder. It circles, lowers its
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antlers (1.2 s warning), and charges in a straight line through where
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you were: 30 if it catches you, nothing if you step aside. Then it's
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stunned for 2.5 s, when hits do half as much again. Below 2/3 it calls 3
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spirit wolves; below 1/3 2 more, quicker warnings (0.8 s), a 1.5 s stun,
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and a stamp (15 to anyone within 5.5 m, every 4 s). No fear of fire.
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- It goes back into the mist at dawn, or 5 s after everyone's left the
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stones or died: the key pieces stay in the altar for another night.
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- Beaten: its antler and a trophy (a placeable stand) where it fell, the
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key pieces used up, and the world remembers (day and, on a server, who;
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everyone's told). Three new key pieces call it again.
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- In a group (on a server): anyone can set key pieces in the altar. It has
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60% more health for each extra living player within 45 m when it's
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called (900 alone, 1980 for three), and calls one more wolf each time for
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each extra player (up to 4 more). It remembers everyone whose blow,
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arrow or spear hit it; when it falls, all of them are named ("Beaten by
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Alice, Bob and Cara on day 2") and saved. The antler and trophy go to
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whoever picks them up first (tests/test_net_boss.gd: three players).
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- Antler pickaxe (forge: the antler, an iron bar, 2 wood): tier 3, 3.0 a hit
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(iron 2.0), 250 uses (iron 200), 4 stamina a swing (iron 6).
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- Network protocol 12; creature health now goes over the wire in tenths
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(up to 6553), so the stag's 900 fits.
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Today the island runs out of goals after a few days: once you have stone
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tools, a hut, a bow and a fire, the only threats are wolves at night, the
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cold and your diet. This plan adds a **second tier of materials** (iron and
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cut stone) that makes you go somewhere risky to get them, and **new
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adversaries and hazards** that grow over the days, so there's always a next
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thing to build toward and a reason to.
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All content stays procedural or CC0, data-driven (`data/items.json`,
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`data/recipes.json`, new `data/creatures.json`), and runs through Actions,
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so it works on a server the same way everything else does after M2.4/M2.5.
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## 1. The progression in one picture
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```
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stone tools ──> find iron (nuggets, rust-streaked boulders, the barrow)
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│ │
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│ clay + stone ──> charcoal kiln, smelter
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│ │ (ore + charcoal -> iron bar, takes time and fuel)
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│ v
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│ forge ──> iron axe / pickaxe / spear / arrows,
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│ │ nails, hinges, lantern, cooking pot
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│ v
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└──────────> stonecutter (needs iron) ──> stone walls, floors,
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pillars, stairs, hearth
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```
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Each step needs something from a harder, more dangerous part of the island,
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so progression and challenge pull on each other.
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## 2. Iron
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**Where it comes from:**
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- **Iron nuggets**: small ground pickups in the scree at the foot of the
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mountain rim and in stream beds. A handful per day; enough for your first
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bars, not for a base. (Regrow slowly, like flint.)
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- **Rust-streaked boulders**: a new resource node, red-brown streaks in the
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rock, mostly high on the rim slopes and around the wolf den. Needs a stone
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pickaxe; gives stone plus 2-4 iron ore. These are the main supply.
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- **The barrow** (§4): iron scrap and a few ready bars inside, guarded.
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**Clay** (new): lumps on the lake shore and in the shallows, picked by hand.
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**Processing** (all new pieces, placed like a campfire, state on the server):
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| Piece | Recipe | Does |
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| Charcoal kiln | 10 stone, 6 clay | wood in, charcoal out (1 per 2 wood, 30 s each) |
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| Smelter | 15 stone, 10 clay, 2 iron nuggets | iron ore or 3 nuggets + 1 charcoal -> 1 iron bar (45 s); burns charcoal, goes out in heavy rain without a roof |
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| Forge (anvil + hearth) | 6 iron bars, 10 stone, 4 wood | the station for iron recipes |
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Smelting **takes real time** and the smelter keeps working while you're
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away (like a campfire burning), so you load it, go and do something else,
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and come back. On a server everyone can see the glow and use it.
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**What iron makes** (at the forge):
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| Item | Recipe | Why you want it |
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| Iron Axe | 2 iron, 2 wood | tier 2: fells trees in half the hits, better weapon (14) |
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| Iron Pickaxe | 3 iron, 2 wood | tier 2: mines rust boulders fast, and **granite** outcrops (cut stone) |
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| Iron Spear | 2 iron, 3 wood | 26 damage, 40 thrown |
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| Iron Arrows x10 | 1 iron, 4 sticks, 4 feathers | +50% damage |
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| Nails x10 | 1 iron | building upgrades (below) |
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| Iron Lantern | 2 iron, 1 resin | hands-free light you hang on a wall or carry; wolves hesitate like a torch, rain doesn't put it out |
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| Cooking Pot | 3 iron | placed over a fire: **stews** that count for two diet groups at once (e.g. meat + greens), so a balanced diet is easier once you've earned it |
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| Iron-banded Door | 2 iron, 4 wood, nails | strong door (wolves, later raiders, can't break it) |
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| Iron armour (later) | bars + hide | damage reduction; heavy, slows stamina regen |
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**Tool durability** (new, recommended): tools and weapons wear with use and
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break (stone ~60 uses, iron ~200). Repair at a workbench (stone) or forge
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(iron) for a little material. This is what makes iron worth getting rather
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than a nice-to-have, and keeps you coming back to the forge.
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## 3. Stone building
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**Cut stone** comes from granite outcrops (iron pickaxe) or from cutting
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ordinary stone at a **stonecutter** (8 wood, 4 iron, 10 stone).
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New pieces (same 2 m grid, snap with the wood ones):
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| Piece | Recipe | Notes |
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| Stone floor | 4 cut stone | |
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| Stone wall | 6 cut stone | |
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| Stone pillar | 3 cut stone | carries load: resets support for what's on top |
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| Stone stairs | 4 cut stone | first real stairs (also a wooden version) |
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| Stone hearth | 10 cut stone | an indoor fire: heat in a radius 1.5x a campfire's, never rained out, cooks |
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| Arch / doorway | 6 cut stone | takes a wood or iron door |
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**Support rules:** stone that touches the ground has support 1 and loses
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only 5% going up, so you can build tall stone towers and use **stone at the
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bottom, wood on top** (Valheim style). Wood can't hold stone up: a stone
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piece on a wooden one has no support. Stone pillars inside a wooden hall
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let it span further. Interior walls and doors work as they do now.
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**Why bother:** stone is sturdier (§4: things that break walls can't break
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stone), it's warmer (a stone room counts as better shelter, a little extra
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warmth), it doesn't burn (§5, lightning), and it lets you build big.
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**Wooden upgrades** too, using nails: windows (light, still sheltered),
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wooden stairs, fences and a **palisade wall + gate** (a ring round your base,
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taller than a wolf can jump).
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## 4. Adversaries
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Each one is a different kind of problem, not just more HP.
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| Adversary | Where / when | What it does | What beats it | Drops |
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| **Wolves** (today) | nights from day 4 | pack circles, darts in | fire, torch, walls | pelt |
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| **Alpha wolf** | every 7th night (the "wolf moon": the moon turns red, a big howl) | leads the pack, 3x HP, **breaks wooden doors** | iron door, stone walls, a fight with iron weapons | alpha pelt (warmest cloak), fang |
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| **Bear** | daytime, deep forest near the rim; one per island | wanders, sniffs out food: **raids unattended chests with food and campfires with meat** | a palisade, stone storage, or a hard fight (spears, arrows from cover) | big hide (rugs, warm bedding: better rest), fat (resin/lantern fuel), lots of meat |
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| **Barrow guards** | the **barrow**: an ancient burial mound with a stone ring, generated from the seed (like the den) | skeletal guards wake if you enter at night (or always after day 10); slow, hit hard, ignore torches | daylight raids, blunt weapons (club does +50% to bone) | iron scrap, a few iron bars, a **barrow key piece** (§6) |
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| **Crows / foxes** | anytime, near food | steal berries and raw meat left on the ground or in open fires | a closed chest | — |
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Creatures run on the server (needs M2.5's server-side creature framework),
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so on a server everyone faces the same bear and the same alpha.
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## 5. Hazards and pressure (not creatures)
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- **Food spoilage**: raw meat and fish rot after 2 in-game days (berries
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3, mushrooms 4). A **smoking rack** (wood, fibre) and **salt** (from the
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sea-cliff rocks) preserve them. Cooked food keeps longer. Makes storing
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food a choice, and feeds the bear/crow raids. *Decided: a server (and a
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new single-player world) can set slower rot*, like the difficulty rules.
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- **Food poisoning**: raw meat sometimes makes you sick (stamina regen
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halved, can't eat for a minute). Cooking fixes it.
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- **Blizzards**: on cold days a blizzard can roll in: visibility drops,
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warmth falls fast outside, snow piles on roofs. Being sheltered matters.
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- **Lightning**: in storms, lightning can strike tall things near the rim;
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a struck tree catches fire and burns for a while. *Decided: trees only,
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for now* (buildings are never struck; losing a base to weather can feel
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unfair). Wooden pieces burning may come later as a server rule.
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- **Hard winters**: every ~12 days, three cold days in a row (snow down to
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the valley, the lake edge freezes, fewer animals). A seasonal goal: stock
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food and fuel before it.
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## 6. Something to aim for: the Old Stag (optional boss)
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Three **barrow key pieces** (from barrow chests) open the **standing
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stones** on the rim. At night they summon the **Old Stag**, a huge antlered
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spirit: charges, summons a wolf pack, has phases. Beating it drops its
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antler: the **antler pickaxe** and a trophy. The world remembers it was
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beaten (a message on a server). *Decided: the boss is in.* The antler
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pickaxe mines faster than iron, lasts a little longer and costs less
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stamina a swing (no granite: P2 didn't add it).
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It's a milestone, not a gate: nothing is locked behind it except bragging
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rights and the best pickaxe. More bosses can come with new worldlets.
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## 7. Phases and tests
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| Phase | Delivers | Done when |
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|---|---|---|
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| **P1 Iron** | nuggets, rust boulders, clay, charcoal kiln, smelter, forge, iron tools/weapons/arrows/nails/lantern/pot, durability and repair | a test smelts a bar from ore it mined and crafts an iron axe; the axe fells a tree in half the hits and wears out after ~200 uses |
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| **P2 Stone** | stonecutter, granite, stone pieces, stairs, pillars, hearth, stone-on-wood rule, windows, palisade | a stone tower 10 m high stands; stone on wood refuses; a hearth keeps a stone room Sheltered and Warm in a blizzard |
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| **P3 Adversaries** | alpha wolf + wolf moon, bear and food raids, crows/foxes, the barrow and its guards | the alpha breaks a wooden door but not an iron one; the bear empties an unguarded food chest and ignores one behind a palisade |
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| **P4 Hazards** | spoilage and preserving, food poisoning, blizzards, hard winters, (lightning) | meat rots on schedule and keeps on the rack; a blizzard drops warmth outdoors and not in a hearth room |
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| **P5 Boss** | key pieces, standing stones, the Old Stag | a scripted fight test reaches the end and drops the antler |
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**Order:** P1 and P2 are items, recipes and pieces through Actions, so they
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work online straight away and can come any time (before or after M2.5).
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P3 and P5 are creatures, so they should come **after M2.5**, built directly
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on the server-side creature code instead of being written twice. P4 can come
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any time; spoilage on a server runs with the shared clock.
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## 8. Decisions
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1. **Durability:** tools wear out and are repaired (built in P1).
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2. **Lightning and fire:** lightning strikes trees only, for now; it never
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sets buildings alight.
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3. **Raids:** adversaries can damage and raid (the alpha breaks wooden
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doors, the bear empties food chests; built in P3).
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4. **The boss:** yes, the Old Stag (P5).
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5. **Order:** P1, P2, M2.5, P3 done; P4 next, then P5.
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6. **Spoilage:** a server (or a new world) can set slower rot.
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7. **Antler pickaxe:** mines faster than iron, lasts a little longer, less
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stamina a swing.
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