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Copy file name to clipboardExpand all lines: FEATURES.md
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@@ -9,7 +9,7 @@ history belongs in [CHANGELOG.md](CHANGELOG.md).
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| ID | Status | Feature | Config key | Default | Authority |
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| F01 | Implemented | Hold right-click to brandish a lit main-hand torch | - | - | Universal |
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| F02 |Planned | Fire sources, including a brandished torch, influence nearby animal behavior | - |-| Server |
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| F02 |In progress | Fire sources influence nearby animals — F02a brandish scare done; ground fires later | - |range 12 / chance 0.25 / 1s| Server |
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| F03 | Planned | Animals can flee, disengage, investigate, or ignore fire | - | - | Server |
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| F04 | Planned | Configure fire sources, ranges, probabilities, and reactions | - | - | Server |
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@@ -46,16 +46,39 @@ is in the main hand. Scoping the stance to actual threats is F02/F03 work.
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| D02 | Active | Release metadata is owned by `resources/modinfo.json`. |
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| D03 | Active | The server is authoritative for animal reactions and probability checks. |
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| D04 | Active | The first scope is hostile animals targeting or aggressive toward the player. |
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| D05 |Planned|A scare probability is evaluated on controlled intervals, not every game tick. |
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| D05 |Active|Scare checks run on a server tick interval (~1s), not every frame. |
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| D06 | Planned | Fire reactions are configurable per fire source and animal behavior profile. |
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| D07 | Active | Brandishing uses the interact (right-click) channel and only begins with no block targeted, because vanilla assigns every block-targeted right-click of a lit torch: plain right-click places it and `CanIgnite` owns the shift ignite gesture. Block-targeted input reaches the mod untouched. |
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| D08 | Active | F01 is a `CollectibleBehavior` prepended onto lit torches in `AssetsFinalize` (both sides), not Harmony. Must run before `CanIgnite` and use `PreventSubsequent` while raised so aim-crossing a block cannot start fires. Code attach (not a JSON patch) so we can skip extinct / non-torch `BlockTorch` assets. |
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| D09 | Active | F02 ships in slices. F02a: brandished torch only — no ground fires, no config. Later: placed fire sources (F02b), richer reactions (F03). |
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| D10 | Active | F02a calls vanilla `AiTaskFleeEntity` / `AiTaskFleeEntityR`.InstaFleeFrom when an active aggressive targetable task is targeting the brandishing player. No custom AI task. |
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## Extension inventory
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| Kind | Type | Side | Feature | Notes |
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|---|---|---|---|---|
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| CollectibleBehavior |`BrandishTorch`| Universal | F01 | Prepended in `AssetsFinalize` on lit `BlockTorch`. Stance is in-memory, not `Attributes`. |
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erialized settings only
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when a feature uses them, define ownership and synchronization here, and
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document user-facing values in [README.md](README.md).
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| Server tick |`BrandishScareService`| Server | F02a | 1s interval; range 12; flee chance 0.25. |
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## F02a (done)
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Brandishing players: nearby hostiles actively targeting them get a periodic chance to flee via `InstaFleeFrom`. No network channel — relies on use sync for server brandish state (confirm on dedicated server).
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