Files
Emberwild/docs/SETUP_ON_NEW_MACHINE.md
Paul Bailey d0f473e57b M2.2: player bodies, name tags, shared island and checked movement
- Joining loads the server's island (seed, spawn, clock); the server
  generates the same terrain from its seed and keeps a world clock that
  pauses when empty
- Other players are procedural low-poly characters in their chosen colours
  with name tags (hidden by walls, fading with distance), walk/run/swim
  animation and held items
- Movement: local and instant, sent at 20 Hz stamped with the sender's
  clock; the server refuses impossible moves (speed, rising, leaving the
  island, underground) and sends the player back; flagged respawns allowed
- Avatars drawn 100 ms behind and interpolated, with brief extrapolation
- Online: no pausing, player list in the Esc menu, Disconnect back to the
  title (with the reason); animals off and world changes local-only until
  M2.3-M2.5, shown on the HUD
- test_net_world: real server + walking and cheating bots at 100 ms +/-
  30 ms simulated latency (27 checks)
2026-11-04 15:08:14 +00:00

4.2 KiB

Continuing on another machine

This project is a self-contained git repo. Everything needed to build and run is in it except Godot itself (which you install once per machine). No assets to download — the M0 world is generated in code.

1. Install Godot 4.3+

  • macOS / Windows / Linux: download the standard build (NOT the .NET/C# build — this project is pure GDScript) from https://godotengine.org/download
  • Use 4.7.x or newer 4.x. The project was upgraded to 4.7.2.stable (an older editor will warn that the project is from a newer version).
  • macOS shortcut: brew install --cask godot. If Homebrew can't unpack it, download the zip from the GitHub release page and move Godot.app to /Applications.

Tests

Run everything (fails on any failed check or script error):

tests/run_all.sh

Or one at a time:

# Wolves: den, grace period, hunting, fire and walls, pack tactics
godot --headless --path . --script res://tests/test_wolves.gd
# Fishing and the mixed diet
godot --headless --path . --script res://tests/test_fishing_diet.gd
# Wildlife, melee, spear, bow, butchering, cooking + buffs, cloak, drops
godot --headless --path . --script res://tests/test_creatures_combat.gd
# Weather, shelter, snap building, support, doors, beds, regrowth
godot --headless --path . --script res://tests/test_weather_building.gd
# Boundary: tries to walk/jump out of the valley in 24 directions
godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
# Terrain: no deep pits / floating water at the boundary, across 8 seeds
godot --headless --path . --script res://tests/test_terrain_edges.gd
# Survival loop: inventory, crafting, chopping, mining, pickups, building, chests
godot --headless --path . --script res://tests/test_survival_core.gd
# Save/load round trip + world slots (uses user://test_worlds, not your saves)
godot --headless --path . --script res://tests/test_save_load.gd
# Multiplayer lobby: a real headless server on UDP 24343 + scripted bot players
godot --headless --path . --script res://tests/test_net_lobby.gd
# Multiplayer world: avatars, smooth movement at 100 ms latency, cheat checks (UDP 24345)
godot --headless --path . --script res://tests/test_net_world.gd
# Survival stats: hunger, warmth, fire fuel, cooking, foraging, death + grave
godot --headless --path . --script res://tests/test_survival_stats.gd

Save files

Worlds are per machine, under ~/Library/Application Support/Godot/app_userdata/Valheimlike/worlds/ on macOS (%APPDATA%\Godot\app_userdata\Valheimlike\worlds\ on Windows). Copy a world's folder across to move it to another machine.

2. Get the project onto the machine

You have the folder (from the zip, or a git remote). Then:

# If you brought the .zip:
unzip valheimlike.zip
cd valheimlike

# If you use a git remote instead (recommended for ongoing work):
git clone <your-remote-url> valheimlike
cd valheimlike

3. Open / run it

# Open in the editor (first open rebuilds the local .godot cache — this is normal):
godot --path .            # or: open Godot, "Import", pick this folder's project.godot

# Run the game directly:
godot --path .

On macOS the binary inside the app is: /Applications/Godot.app/Contents/MacOS/Godot --path .

Controls

WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor.

Notes

  • The .godot/ cache folder is machine-local and git-ignored — it regenerates on first open. Don't copy it between machines.
  • If scripts look like they "didn't load", let the first editor open finish its import pass, then press play.
  • Where we are: M0 + M0.5 complete (detailed, bounded island valley). Next is M1 (gather → craft → build). See docs/ROADMAP.md.

A zip is a one-time snapshot. For going back and forth between machines, create a private remote once and push:

# GitHub (private):  gh repo create valheimlike --private --source=. --push
# or any remote:
git remote add origin <your-remote-url>
git push -u origin main   # (branch may be 'master' — check `git branch`)

Then on each machine it's just git clone / git pull / git push.