Player report: pawns starve even with harvested crops because cooking
never happens. Root cause: CraftingProvider handled both crafting-skill
and cooking-skill bills with priority 4, below Plant=5 and Chop=5 in
Decision's tiebreaker. Pawns endlessly harvested + chopped instead of
cooking the food already on the floor; raw +25 vegetable couldn't
outpace HUNGER_DECAY × 3 pawns.
CraftingProvider now filters bills to required_skill == &"crafting"
only. New CookingProvider (category=&"cooking", priority=6) handles
required_skill == &"cooking" bills (bread, meal_from_vegetables) with
identical find/score logic including the ingredient2 buffer flow.
pawn.work_priorities default now includes &"cooking": 3 (matches the
9-category design spec). decision.gd category-list comment updated.
WorkPriorityMatrix gains a "Cook" column.
MCP runtime verified: pawns now decide `cooking(pri=3) → Craft Veggie
meal at Hearth` immediately after vegetables exist; 2 bread items
appeared by tick 261 of a fresh boot.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
G: large_text scales global theme font (14→20 at 1.4×) via new
GameState.get_font_scale + EventBus.settings_changed. reduce_motion
gates ResumeToast fade (HintOverlay already gated).
I: InspectTooltip long-press wired (500ms hold, 12px drift cancel,
tap-to-clear pin). Stale Phase 19 TODO replaced with accurate doc.
H: Pawn.arrived_at_destination now also emitted on
EventBus.pawn_arrived_at_destination; DirtinessSystem subscribes and
bumps indoor traffic dirt (BUMP_INDOOR_TRAFFIC = 0.2). Outdoor-tracked
bump needs Pawn.prev_tile — flagged for Phase 20.
P: CraftingProvider caches ingredient item ref on Job.ingredient_item;
JobRunner._tick_pickup validates is_instance_valid + not being_carried
before the tile scan, cancels cleanly if another pawn grabbed it.
J: rest_provider.gd deleted. Removed @onready + register call from
world.gd, ext_resource + node from world.tscn. Provider count comment
updated to 9.
M: DIRTY_THRESHOLD extracted — cleaning_provider and job_runner now
reference DirtinessSystem.DIRT_DIRTY_THRESHOLD.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
save/load round-trip: workbench bills, crop static-method, bed owner,
wolf target now all survive reload via Bill.from_dict reconstruction,
_spawn_crop using setup(), and a new _post_load_resolve_references pass.
PlantProvider: sow path added; consumes 1 grain on a TILLED crop tile.
CraftingProvider: ingredient2 supported via new KIND_DEPOSIT_AT_WB toil
and Workbench.deposited_inputs buffer. Cremation pyre now actually
consumes wood.
HaulingProvider: per-item haul_retry_count + haul_rejected after 3
orphan passes; new EventBus.stockpile_layout_changed resets rejects on
any player stockpile edit.
Storyteller: 14 stubbed event effects implemented. New buff registry
(add_buff/get_buff_multiplier/has_buff, day-prune, save/load) drives
seasonal/resource events. New request_pawn_spawn signal + WANDERER
table for arrivals. New SICK status + 3 mood thoughts.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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.
Visible bug: with 1 wall ghost queued, all 3 pawns picked the same site;
2 stood idle while 1 built. Same shape would affect chop/mine/haul/etc.
Design: Job carries an untyped target_node ref (the tree/rock/build-site/
crop/item/patient/workbench/etc the job is acting on). Job.is_target_taken_
by_other(target, excluding_pawn) does an O(pawns) scan of live job state to
ask 'is anyone else already working this?'. Each WorkProvider's find_best_
for() now skips claimed targets in its scan and sets j.target_node before
returning. No per-entity claim state, no .claim()/.release() bookkeeping,
no save-format change — target_node is intentionally not serialized
because pawns re-decide and re-bind naturally after load.
Providers updated: construction / chop / mine / plant (harvest path) /
hauling (item AND corpse) / cleaning (target is Vector2i tile not Node;
field is untyped, doc'd) / doctor / crafting (workbench).
Not touched: rest (everyone shares the rest tile, that's fine), eat /
sleep (food and beds have their own availability gates; flagged as a
followup if multi-pawn food contention surfaces).
Verified MCP runtime: fresh boot, 3 pawns picked 3 distinct wall sites
(44,28)/(45,28)/(44,27) with distinct target_node refs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three alert signals had no UI subscribers — gameplay failures vanished
silently. Now all three feed AlertsLog via translator handlers that
forward to the generic alert_added sink.
- EventBus: new no_stockpile_accepts(item_type, tile) and
bill_blocked(recipe_label, reason, focus_tile) signals.
- HaulingProvider: per-item-type 30s cooldown; emits when find_best_for
scan finishes with viable items but no destinations.
- CraftingProvider: per-(workbench, reason) 60s cooldown; emits at the
skill_too_low and missing_ingredient continue sites. no_workbench
reason declared for future use but not emitted (the iteration shape
has no natural site for it).
- AlertsLog: connect + disconnect for all three signals using the same
has_signal-guarded pattern; translator handlers convert to localized
alert_added(severity, text, focus_tile).
- AlertsLog catch-up: room_too_large emits during World init, before
this CanvasLayer mounts. _catch_up_room_too_large() in _ready scans
World.rooms for rooms > ROOM_AUTOROOF_CAP and replays them, so the
pre-built cabin's 24-tile-too-large warning lands in the log on every
boot. Hauling/bill signals fire at runtime so they need no catch-up.
Verified runtime: cabin warning shows up in AlertsLog with severity
'warn' and focus_tile (45, 24) — the cabin top-left.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel; Opus did integration + caught
the wall-trap bug via MCP runtime test.
Data layer (Agent A):
- scenes/ai/recipe.gd: class Recipe (RefCounted) — id, ingredient_type,
output_type, work_ticks, required_skill (Crafting/Cooking), skill_threshold
- scenes/ai/bill.gd: class Bill — Mode enum (FOREVER/COUNT/UNTIL_N),
recipe ref, target_count, completed_count, paused, is_active() per-mode
logic. UNTIL_N walks World.items each call (acceptable at MVP scale; cache
if items grow large in Phase 16+)
- scenes/ai/recipe_catalog.gd: RecipeCatalog.plank() / .stone_block() — 2
starter recipes; Phase 7+ expands toward the design.md ~22 catalog
- Item: added Quality enum (SHODDY/NORMAL/EXCELLENT/MASTERWORK/LEGENDARY),
@export quality field, quality-coloured border in _draw (dull-grey / no /
blue / gold / magenta), TYPE_PLANK + TYPE_STONE_BLOCK constants
- Pawn: added skills dict (5 skills × levels 0–10), get_skill/set_skill,
skills round-trip in to_dict/from_dict
- strings.gd: item.plank, item.stone_block, quality.* (5 keys)
Workbench entity (Agent B, scenes/entities/workbench.{gd,tscn}, ~310 lines):
- class Workbench extends Node2D, bottom-anchored 3/4 perspective like Wall
- BuildJob interface (is_buildable / on_build_tick / _complete) — same
pattern as Wall / Crate
- Bills queue (add_bill, find_active_bill matches by accepted_skill)
- Craft cycle hooks: begin_craft / tick_craft / on_craft_complete /
on_craft_interrupted — JobRunner._tick_craft delegates to these
- Procedural _draw differentiates Carpenter (brown bench + vise) vs
Smelter (dark stone + orange ember glow) via the @export label_text
field — no subclass needed for Phase 6
- World autoload: workbenches registry + register_workbench/unregister_workbench
Crafting AI (Agent C):
- Toil.KIND_CRAFT + Toil.craft_at(workbench_path, bill_index) factory
- JobRunner._tick_craft: validates pawn-at-workbench, ingredient match;
delegates progress to wb.tick_craft; on complete spawns output Item
with QualityCalc.roll() applied; records bill completion
- crafting_provider.gd: priority=4 WorkProvider, 4-toil job
(walk_to(ingredient) → pickup → walk_to(wb) → craft_at)
- quality.gd: QualityCalc.roll(skill) — additive formula
skill × 0.04 + RNG(0, 0.6) with bucket thresholds matching
architecture.md spec. Skill 0 caps at Excellent; Skill 10 reaches
Legendary ~8% of the time
Opus integration:
- world.tscn: CraftingProvider node added
- world.gd: registered crafting_provider with World (priority order:
construction=6 > chop=5 > mine=4 > crafting=4 > haul=3 > rest=0)
- Pawn spawn data extended with crafting skill (Bram=8, Cora=4, Edda=0)
for visible quality variation in the demo
- _seed_phase5_demo_buildings extended: pre-built Carpenter at (46, 25)
with plank bill (FOREVER) + Smelter at (48, 25) with stone_block bill
(UNTIL_N=5)
The wall-trap bug (caught via MCP runtime — initial Phase 6 run hung):
- Pawns building walls stood ON the wall tile. When wall._complete fired
set_cell_walkable(false), the pawn was stuck on a solid cell.
AStarGrid2D returns no path when start cell is solid → all subsequent
jobs failed pathfinding from the trapped position.
- Fix: ConstructionProvider checks site.blocks_pathing_when_complete()
(new method on Wall, returns true; not implemented on Floor/Door/Crate/
Workbench since they remain walkable). Walls route the pawn to an
adjacent walkable cell via _find_adjacent_walkable. Floors/doors/etc.
build on-tile as before.
- This bug existed since Phase 5 but only surfaced in Phase 6 because
Phase 5 demos ended at construction-complete; Phase 6 needed pawns to
walk away from finished walls toward the workbench.
Acceptance — MCP-verified end-to-end:
- 3 pawns boot with varied Crafting skills
- Construction priority wins first; all 48 build sites (23 walls + 1 door
+ 24 floors) complete. Pawns escape wall tiles safely (fix verified).
- Pawns transition to chop/mine, then crafting at the Carpenter workbench
- At tick 9215, 12 planks crafted with quality distribution matching
expected spread per skill: 1 SHODDY + 6 NORMAL + 4 EXCELLENT + 1
MASTERWORK. Quality-coloured borders visible on items.
- Smelter UNTIL_N=5 bill correctly idle (no stone consumed yet) because
CraftingProvider prefers closer workbench-ingredient pairs and the
carpenter+wood is closer to where pawns end up than smelter+stone
Phase 6 followups for later phases:
- on_craft_interrupted has no JobRunner hook — Phase 9 status interrupts
will need a 'cancel callback' on toils or wb.on_craft_interrupted will
leak current_bill/current_work_progress on canceled crafts
- Bill.from_dict reconstructs Recipe inline via Recipe.from_dict — Phase
16 may need a recipe registry for save-format stability across catalog
changes
- UNTIL_N's per-call World.items walk is O(items) — acceptable at MVP
scale; profile if it becomes hot
Delegation report this phase:
- Agent A: Recipe + Bill + RecipeCatalog + Item.quality + Pawn.skills + i18n
- Agent B: Workbench (one class, label_text-driven differentiation, no
Carpenter/Smelter subclass) + World registry
- Agent C: Toil.KIND_CRAFT + JobRunner._tick_craft + CraftingProvider +
QualityCalc
- Opus: scene wiring + pawn-skill init + workbench demo seed + wall-trap
fix (caught via MCP) + runtime verification
~75% of Phase 6 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>