[PR] Hides, leather coats & armour #73

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Fixes #72

What

  • Hides: hunting now yields hides as well as meat.
  • New garments: the Hide Coat (warm, 15% armour) and the Scrap Plate Vest (35% armour, needs Machining).
  • Armour: armour reduces body and limb damage, never head damage. Colonists weigh protection alongside climate when choosing clothing.
  • Map icons: items without bespoke sprites now show a tinted bundle on the map instead of just a number.

Testing

  • New leather-armor.test.ts (4 tests): hide drops, tanning a coat, armour reducing damage, research gating, and gear preference.
  • Updated the old apparel test ("temperate colonists leave apparel") to the new intent: in mild weather colonists may wear protective gear, but never something that costs them comfort.
  • npm test passes (129 sim-core, 6 server), and the typecheck is clean.
  • In-game: stockpile stacks render icons.

🤖 Generated with Claude Code

Fixes #72 ## What - **Hides:** hunting now yields hides as well as meat. - **New garments:** the **Hide Coat** (warm, 15% armour) and the **Scrap Plate Vest** (35% armour, needs Machining). - **Armour:** armour reduces body and limb damage, never head damage. Colonists weigh protection alongside climate when choosing clothing. - **Map icons:** items without bespoke sprites now show a tinted bundle on the map instead of just a number. ## Testing - New `leather-armor.test.ts` (4 tests): hide drops, tanning a coat, armour reducing damage, research gating, and gear preference. - Updated the old apparel test ("temperate colonists leave apparel") to the new intent: in mild weather colonists may wear protective gear, but never something that costs them comfort. - `npm test` passes (129 sim-core, 6 server), and the typecheck is clean. - In-game: stockpile stacks render icons. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
- Kills drop animal hides (per species) as well as meat.
- New apparel: Hide Coat (campfire, 6 hides; warm, 15% armour) and Scrap
  Plate Vest (machining table, Machining tech; 35% armour); parka/duster
  gain light armour.
- Armour soaks damage to body and limbs (not the head). Colonists choose
  apparel by climate fit plus protection, so armour is worn in mild
  weather without ever costing comfort.
- Client: generic tinted bundle icon for every item without bespoke art
  (parkas, components, weapons... no longer show as bare numbers).

Co-Authored-By: Claude Opus 5.5 <[email protected]>
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Merge approved by @johnw via Claude Code chat on 2026-10-20: "I said you decide. Your priority order looks okay proceed, all changes approved"

Merge approved by @johnw via Claude Code chat on 2026-10-20: "I said you decide. Your priority order looks okay proceed, all changes approved"
This branch is already included in the target branch. There is nothing to merge.
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git fetch -u origin claude/72-leather-armor:claude/72-leather-armor
git switch claude/72-leather-armor

Merge

Merge the changes and update on Forgejo.

Warning: The "Autodetect manual merge" setting is not enabled for this repository, you will have to mark this pull request as manually merged afterwards.

git switch main
git merge --no-ff claude/72-leather-armor
git switch claude/72-leather-armor
git rebase main
git switch main
git merge --ff-only claude/72-leather-armor
git switch claude/72-leather-armor
git rebase main
git switch main
git merge --no-ff claude/72-leather-armor
git switch main
git merge --squash claude/72-leather-armor
git switch main
git merge --ff-only claude/72-leather-armor
git switch main
git merge claude/72-leather-armor
git push origin main
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