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32 changes: 32 additions & 0 deletions changelog/2026-01.mdx
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---
title: "January 2026"
description: "Duel Arena, Prayer, Collision, Smithing, Website, and UI Improvements"

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---

## Week 11: March 9-12

### Tree Model Updates

*Merged: March 12, 2026*

Comprehensive tree model improvements for better visual quality and consistency:

- **Wind Pine Tree**: New tree type for tundra biome (split from dead tree variants)
- **Maple Leaves**: Recolored to warm vermillion red-orange (#D04838)

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- **Knotwood Leaves**: Recolored from golden-yellow to warm amber (#C4832A)

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- **Model Scales**: Adjusted tree model scales for better visual proportions
- **Root Depth Normalization**: Fixed floating tree models
- All fir variants aligned to fir_03's minY (-59.46)
- All maple variants aligned to maple_01's minY (-114.76)
- Extra downward shift for maple_03 trunk base alignment

---

### Biome Configuration Updates

*Merged: March 10, 2026*

Updated biome walkability thresholds to match actual terrain generation:

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- **Tundra**: maxSlope 0.8 → 1.8 (for terraced terrain)

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- **Forest**: maxSlope 0.8 → 1.5 (for landscape features)

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- **Canyon**: maxSlope 0.6 → 2.5 (for steep canyon walls)

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- **Biome Sync**: Replaced outdated 8-biome manifest with active 3-biome version (tundra, forest, canyon)

---

## Week 6: February 2-6

### Ammunition Manifest Update
Expand All @@ -11,8 +43,8 @@

Updated ammunition manifest with comprehensive arrow definitions:

- **Arrow Types**: Bronze, iron, steel, mithril, adamant, and rune arrows

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- **Base Arrows**: Headless arrows and arrow shafts for fletching

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- **Manifest**: `manifests/ammunition.json` with complete arrow specifications
- **Integration**: Full support for ranged combat system

Expand All @@ -26,7 +58,7 @@

- **Bones Model**: New `models/bones/bones.glb` for prayer training
- **Coin Pile Model**: New `models/coin-pile/coin-pile.glb` for ground loot visualization
- **Integration**: Bones drop from NPCs for prayer XP, coin piles display dropped gold

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---

Expand All @@ -45,11 +77,11 @@

---

### Firemaking Fire Model

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*Merged: February 1, 2026*

Added 3D fire model for firemaking skill:

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- **Fire Model**: New `firemaking-fire.glb` model for visual fire effects
- **Model Path**: `models/firemaking-fire/firemaking-fire.glb`
Expand All @@ -57,11 +89,11 @@

---

### Runecrafting Skill Manifest

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*Merged: January 31, 2026*

Complete runecrafting recipe system with OSRS-accurate data:

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- **Rune Types**: Air, mind, water, earth, fire, and chaos runes
- **Essence Support**: Both rune essence and pure essence (chaos requires pure essence only)
Expand All @@ -71,18 +103,18 @@

---

### Fletching Skill Manifest

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*Merged: January 31, 2026*

Complete fletching recipe system with OSRS-accurate data:

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- **Arrow Shafts**: Knife + logs → 15-90 shafts (varies by log tier)
- **Headless Arrows**: Arrow shafts + feathers → headless arrows
- **Shortbows**: Knife + logs → unstrung shortbows (normal, oak, willow, maple, yew, magic)

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- **Longbows**: Knife + logs → unstrung longbows (normal, oak, willow, maple, yew, magic)
- **Bow Stringing**: Bowstring + unstrung bow → finished bow
- **Arrow Tipping**: Arrowtips + headless arrows → finished arrows (bronze, iron, steel, mithril, adamant, rune)

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- **XP Rates**: OSRS-accurate XP per action (5 - 187.5 XP)
- **Manifest**: `recipes/fletching.json` with 40+ recipes

Expand All @@ -96,9 +128,9 @@

- **Leather Armor**: Gloves, boots, cowl, vambraces, body, chaps (requires needle + thread)
- **Studded Armor**: Studded body and chaps (leather armor + steel studs)
- **Dragonhide Armor**: Green d'hide vambraces, chaps, body (requires needle + thread)

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- **Jewelry**: Gold rings, amulets (accuracy, strength, power, glory, fury) at furnace
- **Gem Cutting**: Sapphire, emerald, ruby, diamond, dragonstone, onyx (requires chisel)

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- **XP Rates**: OSRS-accurate XP per craft (13.8 - 186 XP)
- **Consumables**: Thread system with 5 uses per thread
- **Manifest**: `recipes/crafting.json` with 25+ recipes
Expand All @@ -111,8 +143,8 @@

Comprehensive armor item definitions added to `items/armor.json`:

- **Melee Armor**: Full helms, platebodies, platelegs, kiteshields (bronze → rune tiers)

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- **Ranged Armor**: Leather, studded, green dragonhide sets

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- **Magic Armor**: Wizard robes, mystic robes
- **Accessories**: Boots, gloves, capes, amulets, rings for all combat styles
- **Bonuses**: Complete OSRS-accurate stat bonuses for all armor pieces
Expand All @@ -128,9 +160,9 @@

Complete ranged and magic combat systems:

- **Ranged Combat**: Bows (shortbow, oak, willow, maple), arrows (bronze, iron, steel, mithril, adamant), ranged prayers (Sharp Eye, Hawk Eye)

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- **Magic Combat**: Staves (staff, magic staff, elemental staves), runes (air, water, earth, fire, mind, chaos), combat spells (Strike and Bolt tiers)
- **Duel Arena**: 6 combat arenas with lobby, hospital, NPCs (Nurse Sarah, Duel Master Marcus, Scoreboard), trapdoors, flat zones

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- **Manifests**: `ammunition.json`, `runes.json`, `combat-spells.json`, `duel-arenas.json`
- **Items**: Ranged weapons, ammunition, magic staves, runes added to `items/weapons.json`, `items/ammunition.json`, `items/runes.json`
- **Prayers**: Ranged and magic prayers added to `prayers.json`
Expand Down Expand Up @@ -184,9 +216,9 @@

Zone-based collision system:

- **CollisionMatrix**: Bitmask flags, 8×8 tile zones, lazy allocation, O(1) lookups

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- **Flags**: BLOCKED, WATER, STEEP_SLOPE, OCCUPIED_PLAYER, OCCUPIED_NPC
- **Integration**: Resources/stations register collision, mob pathfinding, TerrainSystem

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- **Build**: Auto-detect footprints from model bounds, turbo caching
- **Multi-Tile**: Interaction from any side, center-based registration

Expand Down Expand Up @@ -215,12 +247,12 @@

---

### Hover Tooltips & Click-to-Unequip (PR #558)

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*Merged: January 15, 2026*

- Item stats on hover for equipment/inventory
- Direct click to unequip, smart tooltip suppression

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---

Expand All @@ -237,22 +269,22 @@

- **#554**: Restored fishing animation
- **#553**: Store transactions wrapped with executeInventoryTransaction
- **#547**: Removed overhead nametags

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- **#544**: Fixed mob combat animation override
- **#560**: Fixed Vitest imports, updated stale assertions

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---

## Week 2: January 9-10

### Smithing Skill (PR #492)

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*Merged: January 9, 2026 | +6,682 / -622 lines | 31 commits*

Complete smithing implementation:

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- **Smelting**: Furnaces, tier-specific XP, manifest-driven recipes
- **Smithing**: Anvils, Make X memory, level requirements UI

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- **Timing**: OSRS-accurate tick-based processing
- **Database**: smithingLevel/smithingXp persistence
- **Performance**: Memory leak fixes, pre-allocated buffers, server-only guards
Expand All @@ -266,7 +298,7 @@

*Merged: January 10, 2026*

- **Colors**: Orange items, yellow NPCs, cyan objects

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- **Actions**: Manifest-driven inventory actions, heuristic fallback
- Centralized InventoryActionDispatcher, item helper utilities

Expand All @@ -276,7 +308,7 @@

*Merged: January 10, 2026*

- 3-tick eat delay, combat integration (+3 ticks to attack cooldown)

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- Server-authoritative, EatDelayManager, event-driven health updates

---
Expand All @@ -294,4 +326,4 @@
- **#502**: Two-phase bank slot update to prevent constraint violations
- **#494**: Prevent duplicate resource harvesting
- **#504**: 100% rock depletion, accurate mining success rates
- **#505**: F5 keybind for debug panel

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20 changes: 18 additions & 2 deletions wiki/data/overview.mdx
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---
title: "Data Manifests Overview"
description: "Manifest-driven content system for NPCs, items, and world areas"

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icon: "database"
---

Expand Down Expand Up @@ -58,12 +58,12 @@
│ └── misc.json # Miscellaneous items
├── recipes/ # Crafting recipes by skill
│ ├── cooking.json # Cooking recipes
│ ├── firemaking.json # Firemaking recipes

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│ ├── smelting.json # Ore smelting recipes
│ ├── smithing.json # Smithing recipes

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│ ├── fletching.json # Fletching recipes (NEW)

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│ ├── crafting.json # Crafting recipes (NEW)
│ ├── runecrafting.json # Runecrafting recipes (NEW)

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│ └── tanning.json # Leather tanning recipes
├── gathering/ # Gathering skill data
│ ├── woodcutting.json # Tree data
Expand Down Expand Up @@ -100,7 +100,7 @@
| `category` | `"mob" \| "boss" \| "quest" \| "neutral"` | NPC type |
| `stats` | `NPCStats` | Combat stats (attack, strength, defense, health, ranged, level) |
| `drops` | `DropTable` | Loot table with rarity tiers |
| `spawnBiomes` | `string[]` | Biomes where NPC spawns |

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| `modelPath` | `string` | Path to 3D model |
| `behavior` | `"passive" \| "aggressive"` | Combat behavior |

Expand Down Expand Up @@ -275,10 +275,10 @@
```

**Supported Tiers:**
- **Melee**: bronze, iron, steel, black, mithril, adamant, rune, dragon

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- **Tools**: Same as melee (with different skill requirements)
- **Ranged**: leather, studded, green_dhide, blue_dhide, red_dhide, black_dhide

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- **Magic**: wizard, mystic, infinity, ahrims

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### Item Helper Functions

Expand Down Expand Up @@ -325,7 +325,7 @@

### Bank Notes

The system supports bank notes for stackable versions of items:

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```typescript
// From packages/shared/src/data/items.ts
Expand All @@ -348,7 +348,7 @@

## Drop Tables

NPCs have tiered drop tables:

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```typescript
interface DropTable {
Expand Down Expand Up @@ -412,7 +412,7 @@

## World Areas

World areas define zones, biomes, and spawn points:

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```
packages/shared/src/data/
Expand All @@ -428,7 +428,7 @@
| `name` | Display name |
| `biome` | Biome type (forest, plains, etc.) |
| `difficulty` | 0-3 difficulty level |
| `mobs` | NPCs that spawn here |

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| `resources` | Trees, fishing spots, etc. |
| `isSafe` | Whether it's a safe zone |

Expand All @@ -449,7 +449,7 @@

## Stations

Crafting stations are interactive objects that enable processing skills like smithing, smelting, and cooking:

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```typescript
interface StationData {
Expand Down Expand Up @@ -560,7 +560,7 @@

Stations are defined in `stations.json`:

- **Anvil** - Used for smithing bars into equipment

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- **Furnace** - Used for smelting ores into bars
- **Range** - Used for cooking food (reduces burn chance compared to fires)
- **Bank Booth** - Used for accessing bank storage
Expand Down Expand Up @@ -612,7 +612,7 @@

| Station | Purpose | Model | Scale | Y Offset |
|---------|---------|-------|-------|----------|
| **Anvil** | Smithing bars into equipment | `models/anvil/anvil.glb` | 0.5 | 0.2 |

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| **Furnace** | Smelting ores into bars | `models/furnace/furnace.glb` | 1.5 | 1.0 |
| **Cooking Range** | Cooking food (reduced burn chance) | `models/cooking-range/cooking-range.glb` | 1.0 | 0.5 |
| **Bank Chest** | Accessing bank storage | `models/bank-chest/bank-chest.glb` | 0.5 | 0.75 |
Expand Down Expand Up @@ -648,7 +648,7 @@
| Dragon | 2 |
| Rune | 3 |
| Adamant | 4 |
| Mithril | 5 |

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| Steel | 6 |
| Iron | 7 |
| Bronze | 8 (worst) |
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| Dragon | 2 | 3 |
| Rune | 3 | 3 |
| Adamant | 4 | 4 |
| Mithril | 5 | 5 |

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| Steel | 6 | 6 |
| Iron | 7 | 7 |
| Bronze | 8 | 8 |

---

## Vegetation & Biomes

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### Vegetation Assets

Expand All @@ -682,15 +682,20 @@
scaleVariation: [number, number]; // [min, max] scale variation
randomRotation: boolean; // Randomize Y-axis rotation
weight: number; // Spawn probability weight
maxSlope: number; // Maximum terrain slope (0-1)
maxSlope: number; // Maximum terrain slope (0-1+)
minSlope?: number; // Minimum terrain slope
alignToNormal: boolean; // Align to terrain normal
yOffset: number; // Vertical position offset
}
```

**Recent maxSlope Updates** (March 2026):

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- **Tundra**: 0.8 → 1.8 (increased for terraced terrain)
- **Forest**: 0.8 → 1.5 (increased for landscape features)
- **Canyon**: 0.6 → 2.5 (increased for steep canyon walls)

**Vegetation Categories**:
- `tree` - Large trees
- `tree` - Large trees (oak, willow, maple, yew, magic, fir, knotwood, dead, wind_pine)

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Did you really mean 'knotwood'?

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- `bush` - Small bushes and shrubs
- `fern` - Ground ferns
- `flower` - Decorative flowers
Expand All @@ -699,6 +704,13 @@
- `fallen_tree` - Fallen logs
- `mushroom` - Giant mushrooms (added in recent update)

**Tree Types**:
- **Oak, Willow, Yew, Magic** - Standard woodcutting trees with multiple model variants
- **Maple** - Autumn trees with warm vermillion red-orange leaves (#D04838)

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- **Fir** - Coniferous trees for forest biomes

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- **Knotwood** - Trees with warm amber-colored leaves (#C4832A)

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- **Dead** - Barren trees for tundra/canyon biomes

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- **Wind Pine** - Specialized pine tree for tundra biome (single model variant)
### Model Bounds System

The `model-bounds.json` manifest provides pre-calculated bounding boxes and footprints for 3D models:
Expand Down Expand Up @@ -731,11 +743,11 @@

The model bounds system is used by the terrain flattening system to calculate station footprints and by the collision system for efficient spatial queries.

### Biomes

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The `biomes.json` manifest defines terrain biomes with vegetation, mobs, and environmental properties:

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**Available Biomes:**

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- **Plains** - Open grasslands with gentle rolling hills (difficulty 0)
- **Forest** - Dense woodland with abundant trees (difficulty 1)
- **Valley** - Low-lying areas between hills (difficulty 0)
Expand All @@ -748,7 +760,7 @@

### Biome Vegetation Layers

Biomes in `biomes.json` define procedural vegetation layers that reference vegetation assets:

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```typescript
interface VegetationLayer {
Expand All @@ -767,18 +779,22 @@
```

**Recent Updates**:
- **165 tree model variants** added across 12 tree types (bamboo, birch, cactus, chinaPine, coconut, dead, fir, knotwood, maple, oak, palm, pine) with 3 LOD levels each

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- **Tree model depth normalization**: All fir variants aligned to fir_03's minY (-59.46), all maple variants aligned to maple_01's minY (-114.76) to prevent floating
- **Maple tree recoloring**: Leaves changed to warm vermillion red-orange (#D04838)

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- **Knotwood tree recoloring**: Leaves changed from golden-yellow to warm amber (#C4832A)

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- **Terrain biome textures** added for TerrainShader rendering (grass, dirt, cliff, desert, snow variants)
- **Woodcutting manifest updated**: Replaced 8 generic trees with 12 new tree types using `modelVariants` arrays
- **Biomes manifest updated**: Removed stale `tree1` vegetation layers (trees now managed via TreeTypes.ts + woodcutting manifest)

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- **Wind Pine tree type** added for tundra biome (split from dead tree variants)
- Mushroom vegetation added to all biomes with varying densities (2-30)

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- Tree density reduced in plains biome (8 → 5)
- Mushroom clustering varies by biome (cluster size 3-8)
- Firemaking fire 3D model added (`models/firemaking-fire/firemaking-fire.glb`)

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- Tree model scales adjusted for better visual proportions (March 2026)
- Fir and maple model root depths normalized to prevent floating (March 2026)
- All fir variants aligned to fir_03's minY (-59.46)
- All maple variants aligned to maple_01's minY (-114.76)

---

Expand All @@ -786,7 +802,7 @@

Recipe manifests define crafting, processing, and production activities for artisan skills. All recipes follow a consistent structure with inputs, outputs, tools, level requirements, and XP rewards.

### Fletching Recipes

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The `recipes/fletching.json` manifest defines bow and arrow crafting:

Expand All @@ -810,10 +826,10 @@
**Recipe Categories**:
- `arrow_shafts` - Knife + logs → arrow shafts (15-90 per log)
- `headless_arrows` - Arrow shafts + feathers → headless arrows
- `shortbows` - Knife + logs → unstrung shortbows

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- `longbows` - Knife + logs → unstrung longbows
- `stringing` - Bowstring + unstrung bow → finished bow
- `arrows` - Arrowtips + headless arrows → finished arrows

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### Crafting Recipes

Expand Down Expand Up @@ -842,11 +858,11 @@
**Recipe Categories**:
- `leather` - Needle + thread + leather → leather armor
- `studded` - Leather armor + steel studs → studded armor
- `dragonhide` - Needle + thread + dragon leather → dragonhide armor

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- `jewelry` - Gold bar + gems + mould → jewelry (at furnace)
- `gem_cutting` - Chisel + uncut gem → cut gem

### Runecrafting Recipes

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The `recipes/runecrafting.json` manifest defines rune crafting at altars:

Expand Down Expand Up @@ -920,14 +936,14 @@
| **Goblin Slayer** | Novice | 1 | Help Captain Rowan deal with the goblin threat |
| **Lumberjack's First Lesson** | Novice | 1 | Help Forester Wilma gather and burn firewood |
| **Fresh Catch** | Novice | 1 | Help Fisherman Pete catch and cook fish |
| **Torvin's Tools** | Novice | 1 | Help Torvin forge a set of bronze tools |

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### Quest Stage Types

- **dialogue** - Talk to an NPC
- **kill** - Defeat a specific number of NPCs

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- **gather** - Collect items through skilling
- **interact** - Use items or stations (cooking, smithing, etc.)

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---

Expand All @@ -938,7 +954,7 @@
- Items: Add to appropriate file in `items/` directory
- Gathering: Add to `gathering/woodcutting.json`, `mining.json`, or `fishing.json`
- Recipes: Add to appropriate file in `recipes/` directory
- NPCs: Add to `npcs.json`

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</Step>
<Step title="Follow existing patterns">
Use the same structure as existing entries. For tiered equipment, specify the `tier` field.
Expand All @@ -964,12 +980,12 @@

Three new artisan skills added with complete OSRS-accurate recipe manifests:

- **Fletching**: Arrow shafts, headless arrows, shortbows, longbows, bow stringing, arrow tipping (40+ recipes)

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- **Crafting**: Leather armor, studded armor, dragonhide armor, jewelry, gem cutting (25+ recipes)

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- **Runecrafting**: Air, mind, water, earth, fire, chaos runes with multi-rune level thresholds

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**New Assets**:
- Firemaking fire 3D model (`models/firemaking-fire/firemaking-fire.glb`)

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- Comprehensive armor manifest with 80+ armor pieces across all combat styles

### Manifest Refactor (PR #3)
Expand All @@ -978,13 +994,13 @@

- **Items split by type**: Weapons, tools, resources, food, ammunition, runes, armor, and misc are now in separate files
- **Gathering resources**: Woodcutting, mining, and fishing data moved to dedicated files
- **Recipe system**: New recipes directory for smelting, smithing, cooking, firemaking, fletching, crafting, and runecrafting

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- **Centralized requirements**: `tier-requirements.json` provides OSRS-accurate level requirements
- **Skill unlocks**: `skill-unlocks.json` documents progression milestones

### New Vegetation (PR #4)

Mushroom vegetation added to biomes with configurable density, clustering, and spawn parameters.

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---

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