From e5f3693ad9d61d89d42f869a9bc3435dfac79e1e Mon Sep 17 00:00:00 2001 From: megaproxy Date: Sat, 16 May 2026 00:23:10 +0100 Subject: [PATCH] Workbench bill UI plan + 05-15 polish session log --- memory.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/memory.md b/memory.md index d7914e2..ac0f86c 100644 --- a/memory.md +++ b/memory.md @@ -297,6 +297,10 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3 - **Pattern recorded — "atlas-misidentification trap, second occurrence — prefer procedural for named furniture".** Pixel-art tile atlases pack hundreds of squat 16×16 items at low resolution; without zoomed-in inspection it's easy to mistake a furniture silhouette for what its name implies. Both Bed (2026-05-12) and the four workbenches (2026-05-15) hit this failure mode. Going forward: for furniture whose silhouette is **definitional** (workbench-with-tools, bed-with-pillow, millstone-as-grindstone), **start with procedural draws** and only swap in an atlas tile after verifying via 16× zoom that the tile actually depicts the named object. Atlas-sourced sprites are still the right call for generic decorative variation (trees, walls, floors, crops with growth stages). - **Tree variety added via 3-season palette swap.** Copied `FG_Tree_Summer.png` + `FG_Tree_Fall.png` from the Grasslands tier-1 pack into `art/sprites/` (Spring was already there). 4 silhouettes × 3 palettes = 12 visual variants; `tree.gd` hash mixes silhouette and season independently so neighbouring tiles don't all share the same palette. Winter omitted — snowy trees would look out of place in the current biome. When a season-cycle system lands (future phase), the active texture can be swapped globally by season instead of per-tree. No growth stage / sapling system yet — bundle has no growth frames for trees, and the user's "regrow / auto-grow" ask is explicit future scope (deferred to a later phase that also covers planting designation). Commit `c97ada8`. +### 2026-05-16 +- **Pre-made SW stockpiles + crates removed** so items sit where they're produced until the player paints storage (matches Rimworld parity). Deleted `_spawn_sample_stockpiles()` (two zones at (15,55) and (15,62)) and the two SW haul-target crates at (17,60)/(18,60). Kept the interior cabin crate at (50,23) as a starting amenity. Bills' `UNTIL_N` mode counts items anywhere in world (not just stockpiles) so the Smelter's "5 stone blocks" bill still terminates. All `World.stockpiles` consumers iterate the list — empty-list no-op, no crashes. Commit `c81e817`. +- **Workbench Bill Editor plan drafted** for the deferred Phase 17 item ("Bill UI for workbenches"). 10-step plan saved to user-memory at `~/.claude/projects/-mnt-d-godot-rimlike/memory/plan_bill_ui.md` (resilient to fresh sessions). Without this UI, every player-built workbench is functionally dead — build drawer can paint them but bills can only be set in code. Recipe.id field existence needs verification in Step 4. Starting execution 2026-05-16. + ## External references - **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private)