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>
Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19
approach: contextual hints during first session + a Help reference,
plus a sweep of hover tooltips for desktop discoverability.
- HintSystem (autoload) + HintOverlay (layer 22 top-center banner):
7-step tour gated on player events — welcome (boot+2s), pawn select,
build drawer open, stockpile painted, work matrix open, day_ended,
tour_complete. Per-hint dismissals persist as Array[String] in
GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints
chain. Reduce-motion path snaps in/out instead of tweening.
Reset_tour() public API for the Help modal.
- HelpModal (layer 20): 5-tab static reference (Controls / Verbs /
Priorities / Storyteller / Tips). Opens via EventBus.help_requested,
dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an
'Onboarding' section: Show-hints checkbox, Help button (emits
help_requested), Reset hints button (calls HintSystem.reset_tour with
has_method guard). Pre-existing 'W' keybind reference fixed to 'P'.
- Tooltip pass: tooltip_text via Strings.t on every TopBar button
(10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool
button in BuildDrawer (21 tools). _add_tool_btn extended with optional
tooltip param. ~34 new tooltip.* string keys.
Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed,
ui_panel_opened signals; GameState show_hints + dismissed_hints
defaults; BuildDrawer.open + WorkPriorityMatrix.open emit
ui_panel_opened so HintSystem can subscribe via one signal.
Also recorded [MED] known bug in memory.md: drag-paint with active
paint tool is eaten by camera drag-pan.
MCP runtime verified: welcome banner fires 2s after boot, dismiss
queues build_drawer hint on next ui_panel_opened, dismissed_hints
persisted as ['welcome'], HelpModal opens via help_requested with
tab switching working (Controls → Tips verified visually).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
co-located with scenes/ (not the scripts/autoloads/ mirror originally
sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
Mobile gestures (pinch/drag/long-press) handled at script level via
Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/
Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.
Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
compositions, 4 distinct roof palettes, no modular wall family.
~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
pieces. Wang-style Godot 4 terrain works with minimal extra art.
Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
full graveyard suite — direct use in Phase 14.
New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)
Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
/mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
false-positive on git diff.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>