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Alone v0.6.0

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@noahpro99 noahpro99 released this 17 Jul 21:02
· 40 commits to main since this release

Alone v0.6.0 is the release where the survival body model became real. Hunger, cold, thirst and wasting stop being loose meters and start behaving like a body that lives, tires, and fails on a believable clock — and the whole shelter-against-the-cold loop finally closes, from felling the wood to sealing out the wind.

The hunger clock, fixed and made real. A wound no longer starves you in a day (a disabled-regen exhaustion leak was draining your whole bar to heal nothing). Hunger now runs on a basal metabolism — you get hungry over in-game days, not an afternoon — with graduated weakness as you empty, and being faint now caps your stamina ceiling, not just your recovery.

Wasting — the long game. A new body-condition meter sits behind the hunger bar: sustained deficit slowly wastes you away over days, and — the part that makes it Alone — even "just getting by" without a real surplus bleeds it down. Condition drives your maximum health, so you literally watch your heart bar shrink as you waste and return as you eat well. It's shown as its own HUD bar, and it's the whole-run arc that decides a long stint, exactly like the weight loss that ends real Alone runs. The harsh, gamey food-variety penalty was removed (a proper calories/vitamins model will replace it later); scurvy stays.

Dehydration kills. Thirst at zero used to just make you sluggish forever — now an empty reserve kills you, the rule-of-3s made lethal. And the HUD now warns before death: the temperature square and thirst bar flash an alarm as you enter the killing zone, faster the closer you are, so a cold snap or dehydration doesn't quietly take you off-guard.

Shelter is a real project now — and it has to be. Building is labour: heaving heavy structural blocks (logs, timber, stone) into a wall costs stamina, so a shelter is paced by your body instead of going up as fast as you can click, and a steel axe no longer trivialises felling. Hewn timber is the new worked-wood wall — hew a round log square (a timed craft) into a dressed beam that actually seals a shelter, where stacked round logs stay draughty and leak warmth.

Winter is coming — the cold model, complete. The world now starts in autumn, like an Alone drop: winter looms about a month out, and autumn itself cools, so shelter and fire are an early necessity, not a someday luxury. Warmth is held by a real chain — roof, walls (each sealed direction counts), and now WIND: out in the open a steady wind strips your body heat, and only a windbreak on the upwind side stops it. Winter + a clear night + wind in the open now stacks into deep, lethal cold that a well-oriented, well-walled shelter pulls you back from.

A big realism-polish pass. A worn edge now dulls, it doesn't vanish — cutting tools bottom out worn (hone them back on a whetstone), they don't shatter into nothing. The whetstone comes off the furnace (it's a fine natural stone, not something you smelt). Fire-strikers wear per strike, not only on a success — every scrape costs the tool. Arrows craft one at a time and are recovered from a kill (they don't evaporate on hitting an animal). Bark is cordage: debarking a log yields plant fibre — vital in winter when the grass is dead. Grass reclaims bare soil over days, not minutes, so clearing turf means something. You can finally rest on grass (and podzol, moss), not only bare dirt. Knapping now takes a crouch, and mining progress survives a hotbar slot change.

Fixes. The disabled-regen starvation leak; a crash-on-join from a mining-progress mixin colliding with Fabric; a world-gen path that still seeded wild livestock into fresh chunks near spawn.

AI was used in the development of this modpack.