Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode
Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature yields wood. WildGrowth ticker fires every in-game hour; rejection- samples grass tiles and plants a sapling with ~30% probability (capped at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the player manually plant — ghost sapling registered as a build_site that ConstructionProvider fulfils. Stage round-trips through save/load. Initial seed mixes 4 saplings + 6 mature so growth is visible day 1. Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never depletes). 3 nodes seeded far from cabin. New QuarryWorkbench (extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops 1 stone per 300 work-ticks). New `paint_quarry` designation only accepts BigRockNode tiles. CraftingProvider now supports recipes with `ingredient_count == 0` — skips ingredient-fetch and goes straight to walk+craft toils. Recipe gains `ingredient_count` field (defaults 0). Save/load layering: big_rock_node spawns at priority 0 (same as rock/tree), quarry_workbench at priority 2 (after the node). UI: Plant tree + Build quarry buttons added to Build drawer. build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and `paint_quarry` (stone block + chisel + cut-stone pile) shapes. inspect_tooltip recognises BigRockNode + shows tree growth stage on hover. Delegation: gdscript-refactor (Sonnet ×2) for trees full impl + quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient plumbing + TopBar polish; integration handled on Opus.
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@ -194,8 +194,15 @@ const TABLE: Dictionary = {
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&"tool.workbench_millstone": "Millstone",
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&"tool.workbench_hearth": "Hearth",
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&"tool.workbench_cremation_pyre": "Cremation Pyre",
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&"tool.paint_quarry": "Build quarry",
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&"tool.stockpile_general": "Stockpile",
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&"tool.graveyard": "Graveyard",
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&"tool.plant_tree": "Plant tree",
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# Tree growth stage names (shown in inspect tooltip).
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&"tree.stage.sapling": "Sapling",
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&"tree.stage.young": "Young tree",
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&"tree.stage.growing": "Growing tree",
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&"tree.stage.mature": "Mature tree",
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&"ui.bill.mode_forever": "Forever",
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&"ui.bill.mode_count": "Do X times",
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&"ui.bill.mode_until_n": "Do until X",
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