The old FG_Interior atlas coords (32,22)/(35,22)/(38,22) were misidentified
in the 2026-05-12 visual pass — they're actually side-on chairs with
cushions, not beds. Player reported the sprite is confusing and they
can't tell where the bed actually is.
New 1×2 procedural draw at the bed entity's anchor (foot tile, anchor at
bottom; sprite spans local Y -32..0):
* Wood frame outline (dark + light pass for depth)
* White pillow at the head with subtle underside shadow
* Saturated coloured blanket — three variants (warm tan / cool blue /
rose) picked by deterministic hash from tile, so the same bed stays
the same colour across boots and saves. Saturation tuned to survive
the cabin's torch-lit CanvasModulate warm tint.
* Sheet fold + foot board accent at the foot tile for top-down depth cue
* Medical cross overlay sits on the pillow region (preserved from the
prior atlas-era position, retargeted to the procedural coords).
Drops _BED_TEX / _BED_VARIANT_COORDS / _BED_TILE_W/H constants and
_build_sprite() helper. setup() now just snaps position and queue_redraws
— no Sprite2D child to manage. Existing saves load cleanly: any legacy
"Sprite" child from a pre-procedural save is queue_free'd in setup().
Verified visually: three cabin beds render with distinct colours (tan /
pink-medical / blue). Each silhouette clearly reads as "bed" at the
default zoom.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.
Music
* Day and night loops swap on Clock.phase_changed (night during the night
phase, day everywhere else). Tracks pulled from Retro Farming Music 1
(day) and Cozy Melodies Pack 1 (night), both loopable OGG.
SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
saturate the mixer.
Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
match the existing "no background sim" rule. Resume + focus restore it.
Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
Farming Music 1) extracted in place to keep pack identity intact for
the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.
Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Player reported pawns ignoring chop designations. Root cause:
ChopProvider/MineProvider iterated World.trees/World.rocks
unconditionally — paint set a null sentinel and never touched the entity,
so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree.
* Added chop_designated: bool to Tree, mine_designated: bool to Rock and
BigRock (footprint-aware: paint on any of the 4 footprint cells flags
the boulder). Save/load round-trips the flag.
* world.gd._on_designation_added 'chop'/'mine' cases now find the entity
at the painted tile and flip the flag. _on_designation_cleared inverts.
* Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS
so the cabin demo still produces wood + stone end-to-end without
requiring the player to paint first.
Also from the same audit (researcher mapped all 11 WorkProviders):
* DoctorProvider + EatProvider now pre-check reachability with
pathfinder.find_path before issuing a job, mirroring HaulingProvider's
pattern. Previously they handed out doomed walks that JobRunner had to
cancel, busy-spinning at 20 Hz.
Verified end-to-end via MCP runtime: undesignated tree/rock returns null
from provider; paint flips the flag and provider returns a chop/mine job;
un-paint clears the flag; BigRock footprint paint works on any of the 4
cells.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three playtest-reported bugs fixed out-of-phase before Phase 18:
* Furniture build-queue gap: Torch / Bed / Crate / Workbench / CremationPyre
were missing World.register_build_site(self) in _ready, so newly-painted
designations never entered ConstructionProvider's iteration. The seeded
cabin pre-built everything via _spawn_complete_* helpers, masking the gap
until a player painted a fresh furniture designation.
* Wall-trap regression for bystanders + walk-through pawns: Wall._complete
now dislodges any pawn on the tile via new Pathfinder.find_nearest_walkable
BFS helper; Pawn._advance_walk re-checks next tile walkability before
stepping, aborts walk + cancels job + lets Decision reroute. Phase 6's
adjacent-stand fix only protected the BUILDING pawn.
* Floor / Pawn Y-sort ambiguity: Floor was anchored at tile-center
(same Y as Pawn), so Y-sort tiebreak fell to scene-tree order and
Floor (spawned later) drew over Pawn. Moved Floor origin to top-of-tile
so Floor.y < Pawn.y under Y-sort; _draw rect offsets compensate.
All three verified via MCP runtime: torch built end-to-end, all 3 pawns
working on different jobs with no idle traps, pawn renders over floor.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous 32×32 FG_Fortress arched gate at (4,19) was rejected as 'a
door for a entrance to a castle' — too imposing for a cabin's front door.
Pivot: FG_Village atlas (3, 24) — a single 16×16 olive-wood plank door
with a white U-handle, extracted from the red-roofed cottage template.
Sprite occupies one tile (no overhang, no rising lintel), bottom-anchored
the same as Wall so Y-sort layers pawns correctly.
Verified in MCP play_scene: the door slots cleanly into the demo cabin's
south-wall gap at (47, 28), matching the surrounding stone-brick wall
height. Ghost-alpha pipeline (0.4 in-build → 1.0 on _complete) intact.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closed wooden door with stone arch from FG_Fortress (4..5, 19..20) — a 32×32
sprite bottom-anchored on the door tile. The 2-tile-wide sprite extends 8 px
into each flanking tile so the stone arch merges into adjacent wall sprites,
and the lintel rises one tile above the door tile (Y-sorted, occludes pawns).
Ghost state stays at 40% alpha until build completes, matching the Wall/Bed/
Workbench convention. _draw() is now a no-op; the sprite handles everything.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines
sprites instead of hue-hashed coloured squares. Other types fall back to the
procedural square; quality border + stack count badge are layered on top of
whichever base renders.
Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png:
stone (5, 33) rock cluster with stone chunks
iron_ore (9, 33) rock with silver chunks
gold (13, 33) rock with gold chunks
wood (20, 13) chunky brown log pile
plank (28, 18) horizontal-grain plank stack
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Carpenter → FG_Interior (24, 20) 16×32 wood cabinet w/ drawers
- Smelter → FG_Marketplace (8, 30) anvil + hot metal
- Hearth → FG_Interior (16, 32) stove w/ burners
- Millstone → FG_Interior (17, 40) wood barrel + procedural wheel overlay
Adds label_text setter so the sprite rebuilds idempotently whether the
caller assigns label before or after setup() (world.gd assigns after,
SaveSystem after). Setter also calls _maybe_build_light() to fix a
pre-existing Phase 11 bug where Hearth never built its PointLight2D
(label_text was still default when _ready fired).
Unrecognised label_texts fall through to _draw_generic so ad-hoc
workbench variants keep rendering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User flagged the current walls as looking off. Investigation: coord (1, 1)
in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture,
no capstone, no depth — which is why a row of them read as pavement rather
than a wall.
Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in
the autotile region. Used as a single non-autotile sprite, it shows a dark
medieval brick wall with a visible top cap, brick coursing, and mortar
shadow. The side-by-side simulation at /tmp/wall_rows.png makes the
difference obvious — capped brick reads as a real wall, the floor tile
reads as graph paper.
Phase 5 wall rendering stays non-autotile (every wall uses the same sprite
regardless of neighbours), so even at corners the cabin will read more
clearly as a stone structure. Autotile pass is a separate future task.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The procedural 3/4-perspective bed (16×16 box of stacked draw_rect calls)
gets replaced with a 16×32 single-column Sprite2D cropped from the ElvGames
House Interior tileset. The sprite spans the bed's tile plus the tile
immediately south — head with rounded pillow + frame in the bed tile, body
and wood foot rail in the foot tile. The foot tile stays walkable in the
pathfinder (Phase-4 simplification, matches small rocks).
Three variants chosen deterministically by tile hash so the same bed renders
the same colour across boots and saves:
• (32, 22) brown wood frame
• (35, 22) blue quilt
• (38, 22) pink quilt
Crops are LEFT-edge columns of the 2-/3-wide bundle beds — visually verified
in /tmp/bed_candidates.png against MIDDLE/RIGHT alternatives. LEFT shows the
clearest pillow shape + visible wood frame in a single column.
Setup work (sprite, position, y-sort) now lives inside setup() not _ready()
because _ready fires inside add_child() before the caller passes in the real
tile — same lesson as BigRock. _build_sprite() is idempotent (drops the
previous Sprite child) so the save-load flow (factory.setup → factory
on_build_tick → from_dict.setup) re-creates the sprite without leaks.
_draw() now renders only the medical-cross overlay when is_medical is true
— sprite handles ghost alpha via modulate. _complete() solidifies the sprite
from 0.4 to 1.0 alpha. The quality-tinted procedural sheets are dropped;
quality still drives sleep mood, just not visual colour.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
A new entity for multi-tile rock formations. Same duck-typed contract as
single-tile Rock so MineProvider scans both transparently via World.rocks.
Differences from Rock:
• Occupies a 2×2 footprint anchored at origin_tile (top-left).
• Renders a single 32×32 Sprite2D drawn from the FG_Grasslands_Spring 2×2
cluster sprites at (22, 3) brown and (30, 3) gray.
• Blocks pathfinding on all four footprint tiles — pawns route around it.
• MineProvider asks `rock.approach_tile_for(pawn.tile)` for the walk
destination, so the pawn stands beside the boulder instead of trying to
path into the blocked footprint. Rock returns its own tile (walkable);
BigRock picks the nearest walkable perimeter neighbour.
• Mining takes 480 ticks (4× Rock) and drops 4 stone, one per footprint tile.
All init work happens in setup() rather than _ready(): the calling pattern is
`add_child(big); big.setup(origin)`, and _ready fires inside add_child with
origin_tile still at its zero default — anything reading origin_tile from
_ready would stamp the pathfinder at the wrong tile.
Wired through SaveSystem: factory preload, spawn-priority tier 0 (same as
Rock — static structures spawn before pawns), and a `&"big_rock"` factory.
World seed adds two demo boulders near the small-rock cluster
(65, 58) + (56, 64) so the visual contrast is on-screen from boot.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The earlier coords (24,7), (28,7), (12,13) in FG_Grasslands_Spring.png are
autotile interior pieces — clipping their 16×16 windows produces sprites that
visibly continue beyond the tile edge, betraying the autotile cluster they
were cut from.
Replace with six clean single-tile boulders from the rock band (x=16..29 at
y=3 and y=5). Each has a green margin on all four edges, so they read as
proper standalone rocks. Two color families (brown + gray) × three sizes
(round / peaked / squat) gives more visual variety than before too.
Multi-tile big-boulder formations at (22..23, 3..4) brown and (30..31, 3..4)
gray are noted in the comment for a future BigRock entity.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces three procedural _draw() entities with bundle sprites:
- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
rises into the cell above; y_sort_enabled so canopies tuck behind
pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
coords (2 gray boulders, 1 brown rock pile). Variant deterministic
per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
matching the procedural draw box exactly. Ghost state via modulate.a.
Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
need crop+rescale).
Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
from earlier passes; this commit just consumes them from new sites.
Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.
License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The 'drama pair' shipped together via 3-agent fan-out.
Phase 9 — Status effects + Medicine:
- Status data class (PERSISTENT/EVENT, severity stacks max=3) + StatusCatalog
(Bleeding ticks HP loss; Downed = incapacitated)
- Pawn HP (100 max, 30 downed threshold, 50 revive threshold), take_damage,
heal, add_status/remove_status_by_id, is_downed/is_incapacitated, downed
visual (body rotated 90° + desaturated)
- DoctorProvider (priority 9, highest) — scans World.pawns for nearest downed
pawn, finds medical bed (or any bed fallback), emits 4-toil job:
walk_to_patient → rescue → walk_to_bed → treat
- Bed.is_medical with red-cross marker draw on pillow; round-trips save
- KIND_RESCUE + KIND_TREAT toils + JobRunner _tick_rescue/_tick_treat
(snap-to-bed on first treat tick, +0.5 hp/tick, bleed cure at 100-tick
intervals; done at HP≥50 + no bleeding, 600-tick timeout)
- EventBus: pawn_took_damage, pawn_status_added, pawn_status_removed
Phase 10 — Combat + Wolves (wolf-first slice):
- Wolf entity (Node2D, 4-state APPROACH/ENGAGE/FLEE/DEAD, procedural
canine sprite with red glowing eyes, 40 HP)
- Two-roll combat: 70% hit + 50% chance to apply Bleeding(1) on hit
- WolfSpawner — triggers at Clock.darkness_factor()≥0.8 with 1-in-game-day
cooldown, packs of 1–2 at random map-edge cluster
- World.wolves registry + register_wolf/unregister_wolf
Integration: world.tscn load_steps 15→17 with DoctorProvider + WolfSpawner
nodes. world.gd registers doctor at top of provider list (priority 9 >
sleep 8 > eat 7 > construction 6 > chop≈plant 5 > mine≈craft 4 > haul 3
> rest 0). Middle bed at (47,24) marked is_medical=true.
MCP runtime verified: Bram took 75 dmg + Bleeding(2) → Downed (hp 25) →
Edda + Cora both volunteered doctor job → walked to patient → carried to
medical bed → treated → Bram healed to 94.2 hp, statuses cleared, back to
work. Wolf raid at day 3 22:00 fired; 4 wolves alive across raid cycles
by day 4 01:51. Screenshots confirm red-cross medical bed and wolf
silhouettes at night.
Phase 10 deliberately partial: wolf-side combat ships, pawn-side
weapons/armor/cover/friendly-fire deferred — full chain
(wolf→bites→pawn→bleeds→doctor) awaits player weapons.
Bleed-out timer at demo value (1200) vs design value (432000 = 6 in-game
hours) — documented in status_catalog.gd for first time-balance pass.
Delegation: Agent A (status + pawn HP), Agent B (doctor + treatment),
Agent C (wolf + spawner) — all Sonnet gdscript-refactor; integration on
Opus.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel; Opus integrated and verified
the day-night transition + torch lighting via MCP runtime + screenshot.
Clock autoload (Agent A, autoload/clock.gd, ~138 lines):
- TICKS_PER_DAY = 4800 → 4 min/day at 1× / 48 s at Fast / 20 s at Ultra
- TICKS_PER_HOUR = 200 (so 60 min × ~3 ticks per minute)
- 4-phase day: night → dawn (5–7) → day (7–19) → dusk (19–22) → night
- darkness_factor() returns 0..1 with linear ramps across dawn/dusk
- phase_changed signal fires on phase transitions
- save_dict / apply_dict for save round-trip
- Boots at Day 1, 06:00 (mid-dawn for atmospheric start)
- Registered in project.godot autoload list (Opus)
Top-bar clock UI (Agent A):
- ClockLabel added to top_bar.tscn (center-anchored at ±80 px)
- _on_clock_refresh in top_bar.gd; early-out string compare to skip text
assignments when unchanged (cheap per-tick)
Torch entity + lights registry (Agent B, scenes/entities/torch.{gd,tscn} +
workbench.gd + world.gd, ~210 lines):
- class Torch: buildable furniture, BUILD_TICKS=30, LIGHT_RADIUS=6
- Procedural radial gradient texture (64×64) generated at runtime with
smoothstep falloff → no PNG dependency
- PointLight2D child with the gradient texture, warm fire tint, energy 1.2
- is_on / get_light_tile / get_light_radius duck-typed interface; same
shape exposed by Workbench when label_text='Hearth' (HEARTH_LIGHT_RADIUS=5)
- World.light_sources registry + register/unregister + is_tile_lit(tile)
(Manhattan distance, no occlusion — Phase 13 may add wall-occlusion)
CanvasModulate darkness + in_darkness thought (Agent C, ~30 lines mod +
new factory):
- DarkOverlay CanvasModulate node added to world.tscn (first child of
World root so it tints all sibling layers + entities)
- world.gd._update_dark_overlay lerps DAY_TINT (white) ↔ NIGHT_TINT
(0.20, 0.22, 0.40 deep cool blue) by Clock.darkness_factor() each tick
- ThoughtCatalog.in_darkness(): persistent, -3 mood, fires when
darkness > 0.3 AND World.is_tile_lit(pawn.tile) is false
- Pawn._process_thoughts syncs in_darkness alongside hungry/tired
Opus integration:
- project.godot: Clock autoload registered
- world.tscn: DarkOverlay CanvasModulate node, plus the agent additions
- Demo seed: 2 torches inside cabin at (46, 26) + (49, 26), pre-built
- MCP-driven runtime test verified day→night transition + lighting
effects:
- Noon: world bright green, torches barely visible (over-bright at noon
is minor polish — Phase 17 may scale torch energy by darkness)
- Midnight: world deep blue/green tinted, torches cast yellow halos,
Hearth ember glows orange, cabin interior warmly lit, exterior dark
- top_bar clock label updates each sim tick (early-out on no-change)
Phase 11 followups for later phases:
- Torch energy should scale with darkness — visible halos at noon are
silly. Phase 17 will likely tie PointLight2D.energy to clamp(darkness,
0.2, 1.0) so they're invisible at midday
- Wall-occlusion for light_map — Phase 13's room-detection BFS could
treat completed wall tiles as occluders so light doesn't bleed through
- 'In darkness' thought currently treats ALL unlit cells as darkness;
Phase 13's roof flag could differentiate 'indoors-dark' (different
thought) from 'outdoors-dark'
- Light source visibility through CanvasModulate works correctly thanks
to PointLight2D's additive blend mode
Acceptance — MCP-verified via play_scene + get_game_screenshot:
- ✅ Day → Dusk → Night cycle visible (Clock.current_phase emits events)
- ✅ CanvasModulate tints world deep blue at night
- ✅ Torches cast visible yellow halos via PointLight2D additive blend
- ✅ Hearth opts-in as a light source via label_text='Hearth' check
- ✅ Top-bar clock shows 'Day N, HH:MM' format and updates each tick
- ✅ in_darkness thought wires through _process_thoughts (would fire if
a pawn were standing in an unlit night tile — demo didn't capture this
specifically but the code path is verified)
Delegation report this phase:
- Agent A: Clock autoload + 4-phase day cycle + top-bar UI extension
- Agent B: Torch entity + PointLight2D + procedural radial texture +
Workbench Hearth opt-in + World.light_sources registry
- Agent C: CanvasModulate world.tscn node + day/night colour lerp +
in_darkness ThoughtCatalog entry + Pawn persistent thought sync
- Opus: Clock autoload registration in project.godot + 2 torches in
demo seed + MCP runtime verification at midnight vs noon
~75% of Phase 11 GDScript was subagent-authored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel; Opus integrated and tuned
the priority + hunger-decay numbers via MCP runtime observation.
Crop entity + PlantProvider (Agent A, scenes/entities/crop.{gd,tscn} +
scenes/ai/plant_provider.gd, ~225 lines):
- Crop: 6-stage state machine (TILLED → SOWN → GROWING_1/2/3 → READY).
STAGE_TICKS=200 sim ticks per stage × 4 stages = 800 total to maturity.
Listens to EventBus.sim_tick for growth. Procedural _draw with growing
plant + ready-state golden grain accent.
- on_harvest_tick: drops a grain (wheat) or vegetable (potato) Item, resets
to TILLED (re-sowable).
- on_sow_tick: TILLED → SOWN — used when Phase 17 paint UI lands.
- PlantProvider priority=5 (above crafting=4) — harvest-only for Phase 7.
Sow returns null to avoid the infinite harvest+sow loop that would
starve crafting forever.
- JobRunner._tick_interact extended with is_harvestable/is_sowable probes
alongside existing is_choppable/is_mineable. Unified probe array.
Hunger + Eating (Agent B, scenes/pawn/pawn.gd + scenes/ai/eat_provider.gd +
toil.gd/job_runner.gd extensions, ~150 lines):
- Pawn.hunger: float 0..100. HUNGER_DECAY_PER_TICK=0.02 (tuned down 5×
from agent's 0.10 after MCP runtime test showed pawns starving before
cooking pipeline could finish — 0.02 means 100→0 in 5000 ticks =
~4 min at 1× / ~20s at Ultra).
- is_hungry() at <30 — triggers EatProvider job
- is_starving() at <5 — Phase 9 status-interrupt hook reserved
- Toil.KIND_EAT + JobRunner._tick_eat — consumes carried_item, applies
nutrition bonus by type (MEAL +60, BREAD +45, VEGETABLE +25, GRAIN +10)
- EatProvider priority=7 (highest) — food-priority ladder:
MEAL > BREAD > VEGETABLE > GRAIN
- Pawn.skills extended with cooking init; hunger round-trip in to_dict
Cooking recipes (Agent C, recipe_catalog.gd + item.gd + workbench.gd
draw extensions, ~120 lines):
- New Item types: TYPE_FLOUR, TYPE_BREAD (TYPE_MEAL was already in base
16-chip set)
- RecipeCatalog adds:
* flour() — grain → flour, Crafting skill, 50 ticks
* bread() — flour → bread, Cooking skill, 90 ticks
* meal_from_vegetables() — vegetable → meal, Cooking, 80 ticks
- Workbench._draw extends label_text dispatch:
* Hearth: dark stone + large orange flame + smoke wisp
* Millstone: light grey + dark circular stone wheel
- i18n: item.flour, item.bread, item.meal, workbench.hearth, workbench.millstone
Opus integration:
- world.tscn: PlantProvider + EatProvider nodes (8 providers total)
- world.gd registers all 8 in priority order:
eat=7 > construction=6 > chop=5 > plant=5 > mine=4 > crafting=4 >
haul=3 > rest=0
- Pawn spawn data extended with cooking skill (Bram=2 / Cora=6 / Edda=1)
for hearth-recipe quality spread
- _seed_phase5_demo_buildings extended (now spans Phase 5/6/7):
- Millstone at (46, 27) inside cabin south-row: flour bill FOREVER
- Hearth at (49, 27) inside cabin south-row: bread + meal bills FOREVER
- 6 wheat crops east of cabin at (54-55, 24-26), all SOWN at boot
- 2 pre-baked breads at (45-50, 21) so eat-loop unblocks before cooking
chain completes
Wall-trap fix from Phase 6 confirmed working — pawn paths now go to
(44, 29) adjacent to the south-west corner wall, not on top of it.
Acceptance — MCP-verified end-to-end:
- 6 wheat crops grow over ~800 sim ticks; PlantProvider picks them up
- Pawns harvest all 6 → 6 grain items dropped (PlantProvider priority 5
> Crafting priority 4 means harvest interrupts plank crafting)
- Hunger decays steadily; at <30 EatProvider takes over (priority 7
beats all work providers)
- 2 pre-baked breads consumed first (priority 2 > grain priority 0)
- Pawns then ate the raw grain (priority 0 last resort) before flour
could be milled — this is by-design 'starving pawn settles for raw'
behaviour, not a bug. Phase 17 balance pass may add a wait-for-cooked
preference if it feels wrong in playtest.
- Planks crafted with EXCELLENT quality at (46, 25) — quality system from
Phase 6 still works on top of the new pipeline
Phase 7 tuning lessons (logged):
- Agent's initial 0.10/tick hunger decay made pawns starve in <60 sim
seconds — too fast for any multi-step chain (grain→flour→bread is
~140 sim ticks per cycle). Tuned to 0.02/tick post-runtime.
- PlantProvider's sow+harvest both returning jobs caused infinite plant
loops at priority 5. Sow returns null until Phase 17 splits the
providers or adds designation-paint sow.
- The 'raw grain eaten before flour milled' isn't a bug — it's the food
priority ladder doing its job. To showcase the full chain in a demo,
either reduce hunger decay further or pre-seed cooked food.
Delegation report this phase:
- Agent A: Crop entity + PlantProvider + JobRunner probe extension
- Agent B: Pawn.hunger + EatProvider + KIND_EAT toil
- Agent C: Recipe catalog extension (flour/bread/meal) + Workbench draw
branches for Hearth/Millstone
- Opus: scene wiring + pawn cooking-skill init + demo seed (Millstone +
Hearth + 6 crops + pre-baked breads) + MCP-driven runtime tuning of
hunger decay and plant priority
~75% of Phase 7 GDScript was subagent-authored.
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>
Make the demo cabin readable as a real building so the rendering pattern
is solid before Phase 6+ adds more building types.
Demo seed (world.gd._seed_phase5_demo_buildings):
- 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) +
1 door (south wall centre at (47, 28)) + 24 wood-floor designations
for the interior. ConstructionProvider picks them all up; pawns build
the whole thing.
- One pre-built crate inside at (50, 24) so the interior reads as a
furnished room on first frame.
- Two external stockpile-target crates unchanged at (17, 60) / (18, 60).
Door visual rewrite (door.gd):
- Was the old 16×24 bottom-anchored shape that encroached on the cell
above. Now fits strictly within its 16×16 tile, matching the wall's
3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel
+ hinge dot). Door and walls now share a top horizon line so they
line up visually.
Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's
_on_designation_added now branches on build_door to spawn a Door entity.
THE DOUBLE-RENDER BUG (caught by MCP inspection):
- World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which
is *stone-grey* in the placeholder atlas, regardless of material name.
- The Floor TileMap layer was visible=true with z_index=1, so it drew
ON TOP of the brown Floor entity sprites underneath.
- Result before fix: interior tiles looked gray-stone, not wood.
- Fix: set Floor TileMap layer visible=false (data-only, same as Wall).
Entities own the visual; the TileMap retains tile-level data for
Phase 13's room detection + Phase 16's save format.
Pattern locked for future building types: 'render at entity level,
TileMap layers are data-only'. Phase 13's roof and any future wall
materials follow the same template.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback after first visual inspection: 'walls looked really thick
and there was hardly any inside space'. Five targeted fixes:
1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the
wall was a 16w×32h bottom-anchored rect that rose UP into the cell
above (which encroached on the cabin interior whenever the wall faced
south). New layout: 16×16 fitting strictly inside its own tile, with
a lit-top 5px band + shaded-front 11px band + mortar lines + outline.
Reads as 'a wall standing up' without overlapping adjacent cells.
Same shape for stone and wood materials (different palettes).
2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells
(closet) to 24 cells (actual room).
3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect
that dominated at 3×+ zoom. Tile boundary still readable when looking
carefully; doesn't dominate the visual.
4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived
only on the Wall TileMap layer (set to visible=false in the Phase 5
rendering pivot) — so it was an invisible path obstacle. Cleaner to
not seed it at all now that walls render at entity level.
5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport
the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30
tiles wide which is the 'comfortable inspection' level.
MCP-verified visually: the cabin now reads as a proper 8×6 stone room
with raised 3/4 walls and a real 24-cell interior. Subtle grass field.
The 'commit to 3/4 perspective' rendering decision is now actually
visible (was conceptual-only before).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three gdscript-refactor agents in parallel + Opus integration.
Entities (scenes/entities/, Agent A — 3 scripts + 3 .tscn, ~460 lines):
- item.gd: 16-type StringName registry (matches design.md filter chips);
Node2D + _draw() colored square + stack-count badge; to_dict/from_dict
- tree.gd: class_name HarvestableTree (Godot 4 ships a built-in 'Tree'
Control class — renamed to avoid the shadow); CHOP_TICKS=80; on_chop_tick
advances progress, fells when complete, drops 3 wood items at tile +
walkable neighbours
- rock.gd: MINE_TICKS=120; angular polygon _draw; mined() drops 1 stone
Toil + provider extensions (scenes/ai/, Agent B — 4 files modified/added,
~250 lines):
- Toil: new KIND_INTERACT (timed entity action), KIND_PICKUP, KIND_DEPOSIT
- JobRunner: _tick_interact resolves NodePath, calls target.<method>()
each tick, marks done when is_choppable/is_mineable returns false;
_tick_pickup finds Item at pawn.tile, transfers to pawn.carried_item;
_tick_deposit places carried_item at pawn.tile + clears the
items_needing_haul dirty flag
- ChopProvider (priority=5): nearest choppable tree; Job=[walk_to + interact]
- MineProvider (priority=4): same for rocks
Hauling system (scenes/world/ + scenes/ai/, Agent C — 4 files, ~330 lines):
- StorageDestination: abstract Node2D base; Priority enum CRITICAL=0..OFF=4;
accepted_types (empty=wildcard); _filter_accepts() helper
- StockpileZone: concrete rect-region zone; _draw paints priority-tinted
overlay (z_index=-1); find_drop_position scans for free cells respecting
one-stack-per-tile rule
- HaulingProvider (priority=3): nearest dirty item × best destination →
4-toil job [walk → pickup → walk → deposit]; sweep_for_better_destinations
enables the priority cascade (items in lower-priority zones re-mark dirty
when a higher-priority destination opens up)
Opus integration (~200 lines):
- World autoload: trees/rocks/items/items_needing_haul/stockpiles registries
+ register/unregister methods; pathfinder reference exposed for entity
code (tree.fell needs is_walkable for neighbour drops)
- Pawn: carried_item slot + carry-indicator (small colored rect upper-right
of body) via queue_redraw in _on_sim_tick
- World scene: registers chop/mine/haul/rest providers; spawns 6 trees
(cluster east-north), 4 rocks (south-east), 2 stockpile zones (Zone A
wood-only NORMAL, Zone B wildcard HIGH); periodic
hauling_provider.sweep_for_better_destinations every 100 sim ticks
Acceptance — MCP-verified end-to-end (the full Phase 4 loop):
- 3 pawns boot, Decision picks chop (highest priority work), all walk to
nearest tree, chop in parallel (3× speed because all 3 call on_chop_tick
per tick). Trees fell, drop wood (18 items). Pawns move to rocks, mine,
drop stone (4 items). Total 22 items spawn.
- HaulingProvider routes wood + stone toward Zone B (wildcard HIGH > Zone
A's wood-only NORMAL). Pawns carry items one at a time, visual indicator
shows during transit. Items deposit, items_needing_haul dirty flag
clears.
- **Priority cascade test:** Zone A promoted from NORMAL to CRITICAL.
Manually-triggered sweep marks 3 wood items in Zone B for re-haul.
Within a few thousand ticks: Zone A has 5 wood (cascaded from Zone B),
Zone B has 4 stone only (wood left, stone stayed because Zone A rejects
stone). Filter + priority cascade working exactly per design.md spec.
Phase 4 gotchas (logged in implementation.md):
- 'Tree' shadows Godot 4's built-in Tree Control class — class_name had to
be renamed to HarvestableTree. Scene/file names stayed as 'tree' since
the game concept is still 'tree'; the rename only affects code-side
type references.
- draw_colored_polygon(points, color) takes a SINGLE Color, not a
PackedColorArray. Agent C had to be reminded; draw_polygon(points, colors)
is the variant that takes per-vertex colors.
- Godot's class-name cache lags behind file changes — a full editor scan
('godot --headless --editor --quit') is needed to flush. Even after
reload_project, type-annotation assignments can fail; duck-typed
variables ('var x = scene.instantiate()') sidestep the issue.
- JobRunner's _tick_deposit had to explicitly call
World.clear_item_haul_flag — the dirty set persisted otherwise and
items appeared 'needing haul' even after deposit.
Delegation report this phase:
- Agent A (Sonnet, gdscript-refactor): Tree + Rock + Item entities + i18n
keys. ~460 lines.
- Agent B (Sonnet, gdscript-refactor): Toil extensions + JobRunner handlers
+ ChopProvider + MineProvider. ~250 lines.
- Agent C (Sonnet, gdscript-refactor): StorageDestination + StockpileZone
+ HaulingProvider with cascade sweep. ~330 lines.
- Opus: World autoload extensions (entity registries + pathfinder ref),
Pawn carry slot + visual, world.tscn/gd wiring, the Tree rename, the
draw_colored_polygon fix, the dirty-set-clear fix, MCP-driven runtime
verification including the full chop-mine-haul loop and the priority
cascade demo.
~75% of Phase 4's GDScript was subagent-authored.
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>