# memory — rimlike Durable memory for this project. Read at session start, update before session end. Date format: `YYYY-MM-DD`. A 2D, tile-based **cute-farming-RPG-meets-colony-sim** — Rimworld DNA, Going Medieval × Stardew lodestars — shaped for mobile and handheld. Promoted from `~/claude/ideas/rimlike` on 2026-05-10 after a single deep brainstorm session. Realistic MVP timeline: **3–6 months solo**. ## How to read this project `memory.md` is the index of decisions and open questions. The deep specs live alongside in `docs/`: | File | Contents | |---|---| | [`docs/design.md`](./docs/design.md) | Game design — core loop, simplifications, skills, statuses, mood, weather, stockpiles, production, combat, death/burial, storyteller corpus | | [`docs/architecture.md`](./docs/architecture.md) | Tech — pawn AI / job system, time/tick model, Godot 4 engine layout, TileMap split, all subsystems (mood, lighting, rooms, hauling, production, combat, storyteller) | | [`docs/ui.md`](./docs/ui.md) | Touch UX — work-priority matrix, stockpile/container screens, mood/lighting/rooms cues, combat banners, storyteller event UI, screens still to design | | [`docs/art.md`](./docs/art.md) | Owned assets (ElvGames bundle primary, Ventilatore secondary), license, autotile gotcha, audit list, candidates kept for record | | [`docs/implementation.md`](./docs/implementation.md) | **Phased build plan** — 21 phases (audit → P0 scaffold → … → P20 export). Checklists, acceptance demos, scope-cut levers, de-risking spikes. Track progress here. | When working on a feature, read `memory.md` first, then the relevant `docs/` file(s). For "what do I build next?" check the **Status** row at the top of `docs/implementation.md`. ## Decisions & rationale Distilled from the brainstorm. Each lock has a "why" — change with deliberate intent. ### Pillars | Decision | Choice | Why | |---|---|---| | **View** | Top-down grid for gameplay (pathfinding, designation, floor) **+ 3/4-perspective rendering for vertical structures** (walls, doors, furniture). | Re-decided 2026-05-10 after exhausting the asset library: every wall pack we own is RPG-style perspective (Stardew / Going Medieval style), not Rimworld-style top-down. Pivoting the renderer (Y-sorted entity sprites for walls) makes the entire library usable as-is and replaces the "we need to author or commission" bottleneck. Gameplay grid + pathfinding stay identical; only the rendering of vertical structures shifts. | | **Wall layer rendering** | Walls are **entity sprites** (Sprite2D / Y-sorted Node2D), not TileMap cells. `Wall` TileMap layer (Layer 2) becomes data-only — used for pathfinding-impassable + room-detection BFS, but doesn't render. | Same source as the view-style pivot above. Consequence: doors, crates, furniture all live as entities with Y-sort; floor and designation-paint still tile-based. Architecture.md TileMap-layer section needs an annotation. | | **Primary platforms** | iOS + Android touch, then Steam Deck / ROG Ally gamepad. Desktop falls out for free. | Mobile is the hard constraint; Deck inherits. | | **Ambition** | itch.io + TestFlight release. Real artifact, small audience. | Drives engine choice; no app-store polish-tax. | | **Engine** | Godot 4 (GDScript) | 2D-first, free, exports everywhere we need, fast iteration. | | **Tile size / style** | 16×16 pixel art, **cute-farming-RPG primary** (ElvGames bundle), Ventilatore as medieval accent | ElvGames "Ultimate Farming RPG" Humble bundle owned (~2.8 GB, 70+ packs). Tone: Stardew × Going Medieval × Rimworld. | | **Setting** | Medieval fantasy with cute palette | Owned-art alignment + clearer scope (no electricity / hydroponics / energy weapons) + underexplored on mobile. | | **Run shape** | Open-ended sandbox, autosave, persistent world | Player picks up where they left off. | | **Session length** | 5–15 min target | Drives every UI and pacing choice. | | **Default speed** | Fast (5×), with auto-pause on event | 1 in-game day ≈ 5 min real time. Solves the "watch a pawn walk for 60s" problem; 1× exists for combat / fine work. | | **Goal scaffolding** | Light storyteller prompts | Soft, dismissible nudges give each short session shape without forcing scenarios. | | **Combat** | Realtime with auto-pause on threat | Rimworld-feel; touch-friendly. | | **Health** | Single HP per pawn + status effects (Bleeding/Sick/Tired/Hungry/Wet/Cold/Downed/...) | ~80% of the drama for ~5% of Rimworld's health-system code. | | **Scale** | 3–6 pawns, **80×80** MVP map (architecture sized to ~120² ceiling) | Roughly Stardew-farm size; readable when zoomed in, doesn't fit a phone screen — forces the world-view camera (pinch / pan / jump-to-alert) rather than strategic-overview-on-phone. | | **Priority levels** | 5 (Critical / High / Normal / When idle / Off) | Matches Rimworld + Going Medieval contract. | | **Failure state** | Ghost colony — no game over; storyteller drops wanderer in 3–5 days | Mobile-friendly; preserves player investment. | | **Engine version** | Godot **4.6.2 stable** (Win64 binary at `D:\godot\Godot_v4.6.2-stable_win64.exe`) | Locked for reproducibility; pinned in `project.godot` features. | | **Renderer** | GL Compatibility (mobile + desktop), **not** Forward+ | Max device reach; Forward+ would lock out older phones. | | **Repo location** | Physical: `/mnt/d/godot/rimlike/` (D: drive, fast for Windows-side editor). Symlink: `~/claude/projects/rimlike` → physical. | Mirrors tavernkeep's pattern. Both WSL and Windows access without crossing the WSL net bridge. | | **Player walls** | **Wood + stone via Pixel Crawler `Walls.png`** (entity sprites, Y-sorted; no autotile in Phase 5). Single-sprite-per-material is the Phase 5 ship; per-direction variants are a polish item. | After the rendering pivot to 3/4 perspective, the Pixel Crawler Walls.png pack becomes directly usable. It has 4 wood materials + a sandstone variant with clear corner/edge pieces. Phase 5 ships with one sprite per material (uniform-looking walls); Phase 17 can add per-direction variants if playtest reveals the visuals feel flat. Stardew-cabin warmth restored without authoring or commission. | ### Architecture (tech) - **Sim tick 20 Hz, render 60 Hz, decoupled.** Pawn positions lerp between sim ticks. (`docs/architecture.md` Time / tick model) - **Pawn AI: 5-layer pipeline** (Decision → WorkProvider → Job + JobRunner → Status interrupts → Player overrides). Slimmer than Rimworld's ThinkTree. ~800–1500 LOC GDScript for full MVP. - **TileMap layers**: 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog. Furniture / Pawn / Item / EffectFX as scene-instanced entities (not TileMap). - **Pathfinding**: `AStarGrid2D` (built-in), updated on wall/door/furniture changes. - **No background simulation** — app backgrounded = sim paused. Avoids "lost colony to a raid while at work." - **Save format**: between sim ticks only; JobRunner mid-toil state round-trips from day one. ### Game design - **5 skills** (Manual Labor / Crafting / Cooking / Medicine / Combat), 0–10 each, level by use, multiplicative speed/quality bonus. Skills modify duration and quality, never permission. - **9 work categories** (Construction / Mining / Hauling / Cleaning / Crafting / Cooking / Plant / Doctor / Combat). 5-level priority matrix per pawn. - **Storage**: floor zones AND independent crate furniture (4 stacks each), unified by `StorageDestination` interface. **16 filter chips** (Wd/St/Ir/Cu/Ag/Au/Cl/Veg/Mt/Gr/Ck/Md/Tl/Wp/Ar/Co), 5 priorities with Rimworld flow semantics. One stack per tile, one type per tile. - **Production**: 2-step where medieval-sense (Iron→Ingot→Weapon, Grain→Flour→Bread); 1-step otherwise. 5 workbenches (Carpenter, Smelter, Smithy, Cooking hearth, Millstone), ~22 recipes. Full Rimworld bill semantics (one-shot count / forever / until-N + ingredient-quality filter + skill threshold). - **Quality system** (Shoddy/Normal/Excellent/Masterwork/Legendary) on every crafted item; multiplicative stat bonus. Quality from crafter skill + RNG only (inputs are just resources). - **Mood**: ~13 thoughts (data-driven registry, mix persistent + event-driven). Soft breaks at sustained mood < 25 for 30 in-game min — Sulking or Wandering, recover at mood ≥ 35. - **Lighting** (real shader at night), **auto-detected rooms** (named by furniture, scored for beauty + dirtiness), **dirtiness + Cleaning** (8th work category), **beauty score** with Quality multiplier. - **Roofing**: indoor = Layer-4 Roof flag, sim-data only (no rendering, just an indoor tint on floors). Auto-roof when walls enclose ≤8 cells (BFS); No-Roof designation for courtyards. Plants don't grow indoors. - **Weather**: 4 types (Clear / Rain / Storm / Cold snap), daily roll, season-weighted. Wet status accumulates outside in rain, decays indoors. 4 seasons × 12 days = 48-day year. - **Combat**: 3 weapons (sword/axe/bow), 3 armor slots (helm/cuirass/boots). Walls + trees provide cover. Two-roll resolution (hit, then damage with armor reduction). Downed-then-rescue death model; doctors auto-prioritize. Combat=Off "defends if cornered, won't volunteer." Friendly fire ON. - **Death / corpses**: Both burial AND cremation. Graveyard = special stockpile (Corpses-only); pawns dig graves, place permanent grave markers (tap → deceased pawn-detail). Cremation pyre = furniture with single recipe (1 corpse + 5 wood). Corpses decay 0–50 fresh / 50–100 rotting (no butcher) / 100 rotted. - **Storyteller**: 25 prompts written in `docs/design.md`. Daily 6am roll, weighted pool, per-category cooldowns, tension model alternates quiet/threat per Tynan Sylvester pacing. Ambient banner for low-stakes, modal auto-pause for choice events. ### Touch UX - **Bottom-sheet menus** instead of right-side panels. **Long-press** = inspect/context. **Tap world** = select. Speed/pause buttons fixed top. - **Work-priority matrix**: 9 columns × N pawns, sticky pawn-name column, horizontal scroll on phone. Tap-to-cycle priority, long-press for 5-chip picker, swipe column for bulk-set. Per-pawn and per-job views layered on top. - **Stockpile/container UI**: 4×4 chip grid for the 16 filter categories; same UI for floor zones and crates. - **Storyteller events**: ambient banners for nudges/seasonal/lore; modal auto-pause for wanderer/threat/disease/milestone. Events log + "while you were away" digest at resume. - **Indoor tint** marks "this is inside" without needing roof rendering — matches Stardew/Rimworld convention. - **World-view camera**: pinch-zoom + drag-pan + double-tap-to-center; selected pawn does **not** force-follow. Storyteller alerts/banners include a *Go there* tap that pans the camera to the event tile. **No minimap in MVP** — revisit if playtest shows people getting lost on the 80² map. ### Art strategy - **ElvGames "Ultimate Farming RPG" Humble bundle** is the primary art (`/mnt/d/godot/assets/humble set new/`, ~2.8 GB, 70+ packs, all 16×16, ElvGames license: commercial OK with credit). - **Ventilatore Fantasy Tileset Complete Bundle** stays as medieval accent for biome variety / decorative props / animated water. - Mana Seed series considered but **dropped** from buy plan (the bundle covers what we'd planned). - **Authoring still required**: designation overlays (~2 hrs custom), possibly autotile bits on bundle wall sheets, possibly wolf sprite, possibly grave marker. ## Open questions / TODOs ### Audit / unblock-the-prototype action items Total ~75 min. **3 of 5 closed on 2026-05-10**; see session log + `docs/art.md` for findings. Two open. - [ ] **Aesthetic harmony test** — needs your eye. ElvGames Forest tile vs Ventilatore tile, side-by-side. Decides whether Ventilatore stays as accent or gets shelved. ~15 min. - [x] **ElvGames autotile audit** — done. **`FG_Fortress.png` IS autotile-solvable** (tan stone, ~20–30 modular pieces); **`FG_Houses.png` is NOT** (pre-built decorative house compositions, not modular wall variants). Iconic Homestead $19.99 fallback **not needed**. New decision required — see Open questions below. - [x] **Wolf sprite source** — done. **No wolf in the bundle anywhere.** Need a custom commission, a CC0 sprite, or a Ventilatore find. New decision required — see Open questions below. - [x] **Grave marker source** — done. `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3, full graveyard suite. Direct use, no custom work. - [ ] **License compilation** — maintain credits string for every pack used (ElvGames + Ventilatore + Kingdom Explorer + any others). Display in game's credits screen. Confirm specific terms per pack before any commercial release. ### Design topics still open **Resolved: wall material strategy.** Lock = **custom-author wood + stone walls** (option b). Player builds wood-cabin walls from day one (corner/T/cap variants authored on top of `FG_Houses.png` wood-and-blue-roof material, ~½ day work) then upgrades to stone fortress walls later (`FG_Fortress.png` autotile-solvable as-is, ~few hours). Phase 5 slips ~3 days but the Stardew-cabin-warmth aesthetic survives, which was the original anchor. See `docs/art.md` Wall-material decision. - [ ] **Wolf sprite acquisition** (NEW from 2026-05-10 audit): bundle has nothing canine-predator; **Ventilatore checked 2026-05-10, also nothing** (Ventilatore is character + terrain + decoration; no animal/creature sprites at all besides player + slimes). Remaining options: (a) commission a 16×16 wolf (idle + 2–4-frame walk × 4 directions; ~$30–60 paid commission); (b) source a CC0 wolf from OpenGameArt; (c) reskin a bundle animal placeholder for MVP (e.g. recolor a dog from `Animal Sprites Pixelart`) and replace later. Phase 10 blocker — can defer until then; placeholder from option (c) unblocks the combat/AI work meanwhile. - [ ] **Auto-roof big-room UX**: the ≤8-cell BFS cap silently fails on rooms larger than 8×8. Decide whether to (a) keep the cap and surface "this area is too large to roof — split with an interior wall" hint when the player encloses one, (b) bump the cap to ~16 with the same hint at the new threshold, or (c) detect any enclosed area regardless of size. Affects `EnclosureDetector` + a new room-feedback UI. - [ ] **Onboarding / first 60 seconds**: mobile-specific. Don't copy Rimworld's tutorial. - [ ] **Touch UI for non-priority screens**: world view, build drawer, alerts, day-summary, pawn detail. See `docs/ui.md` "Screens still to design." - [ ] **Background time / "while you were away" mechanic** — locked to no background simulation in MVP; revisit if it feels bad in playtest. - [ ] **Audio direction** — who/where for SFX + ambient track? Bundle has 11 music + 8 SFX packs covering most needs. - [ ] **Steam Deck input parity** — gamepad-driven cursor, or full menu navigation by D-pad? Probably both. - [ ] **Localization stance** — English-only for MVP, but architect strings for i18n (already locked in CLAUDE.md). - [ ] **Pawn name/backstory generation** — hand-curated list vs simple generator. - [ ] **Naming the game** — "rimlike" is a working title. - [ ] **Monetization stance** — free? PWYW? Premium? - [ ] **Tech / research progression** — medieval tech tree shape. - [ ] **Map / world generation** — fixed seed for slice; procgen later. ### Tunable in prototype (not real "open Qs", just numbers to playtest) - Sleep mood gradient values (`+5/+0/−2/−5/−8`) - Wet status thresholds (25 / 60) and accumulation rates - Season weather weights (Spring/Summer/Autumn/Winter distributions) - Hit-chance bonuses (skill ×5%, range ×5%, cover 40/20%) - Bleed-out timer (6 in-game hours) - Various mood thought magnitudes and decay times ## Vertical slice (MVP target) Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3–6 months solo for an MVP this rich. - **1 biome** (temperate forest, ElvGames Forest Tileset 4 Seasons; Ventilatore foliage accents). - **1 map**, **80×80 tiles**, fixed seed for now. - **3 starting pawns** ("settlers" / "villagers"), each with name + portrait + one-sentence backstory. - **Verbs**: chop wood, mine stone & ore, build walls/floors/furniture/crates, plant/harvest crops (3–4 types), cook meals (recipes), haul, repair, clean. - **Needs**: hunger, sleep, mood (~13 distinct thoughts, soft breaks at sustained mood < 25). - **Status effects**: Hungry, Tired, Bleeding, Sick, Downed, Wet (Damp/Soaked), Cold. - **Storage**: floor zones AND containers, 16 filter chips, 5 priorities. - **Quality system** on all crafted items. - **Lighting** — torches + hearths emit light; visual darkness at night. - **Rooms** — auto-detected, named by contents, beauty + dirtiness scored. - **Cleaning** as 8th work category. - **Day/night cycle**, ~5 min per day at default speed. **Seasons** (Spring/Summer/Autumn/Winter, 12 days each). - **Weather**: Clear / Rain / Storm / Cold snap. - **One disaster type**: wolves at night (bandit raids deferred). - **One storyteller**: random quiet/threat alternation, 25 prompt corpus. - **Save/load**, autosave on suspend, single slot. - **Touch UI** end-to-end (no desktop-only gestures). - **Sound**: minimal — UI clicks, ambient day/night loop, alert sting. ## Session log ### 2026-05-10 - Promoted from `~/claude/ideas/rimlike/` (single multi-hour brainstorm session). - Scaffolded `projects/rimlike/` from `_templates/project/`. Customized `CLAUDE.md`. Distilled `plan.md` into this `memory.md`. Moved companion files (design / architecture / ui / art) into `docs/`. `git init`, first commit "Initial scaffold". Created Forgejo repo `rimlike` (private), set HTTPS remote, pushed `main`. Archived idea folder to `~/claude/archive/ideas/rimlike/`. - Wired Godot MCP Pro: `.mcp.json`, `.claude/settings.local.json` allowlist, three project-local subagents (`quick-edit`, `researcher`, `gdscript-refactor`). Added the MCP-Pro and tiered-delegation sections to `CLAUDE.md`. Editor plugin / `addons/godot_mcp/` re-copy still pending Godot project scaffold. - Reviewed `docs/` against `memory.md` and `CLAUDE.md`. Decisions made: - **Map size bumped from 40² → 80²** for the MVP slice; architecture sized to ~120² ceiling. Pawn count stays at 3 start / 6 cap (frontier feel was rejected in favor of "split-the-difference" sizing — Stardew-farm scale, not Going-Medieval scale). - **World-view camera** = pinch-zoom + drag-pan + double-tap-to-center; storyteller alerts include a *Go there* tap. No minimap in MVP. No follow-cam (avoids fighting the player when issuing build orders across the map). - Storyteller cooldown semantics: **per-event AND per-category, both gates must pass** (resolves the design.md vs architecture.md disagreement). - `MAX_STACKS_PER_THOUGHT = 5` (was named-but-unset). - Hauling-loop fallback: items that fail to find any valid destination after 3 retry passes drop on the floor and surface as a passive "No stockpile accepts X" alert. - Cleaned up doc rot in `docs/design.md` and `docs/architecture.md` — both had stale "8 work categories" intermediate sections still next to the canonical "9" lists. Removed the (8) snapshots. - Updated `docs/architecture.md` perf assumptions (60² → 80² with 120² ceiling). - `docs/ui.md` got a new **World view camera (locked)** section; removed the world-view bullet from "Screens still to design". - Open: auto-roof big-room UX (added to TODOs above) — the ≤8-cell BFS cap silently fails on bigger rooms; player feedback path needs a decision before EnclosureDetector lands. - Wrote `docs/implementation.md` — 21-phase build plan with checkboxes, acceptance demos, scope-cut levers, and de-risking spikes. Status row at the top of that file is the canonical "where are we now" pointer. - **Project location moved** from `/home/megaproxy/claude/projects/rimlike/` to `/mnt/d/godot/rimlike/` (D: drive). Symlink at the original WSL path preserves the home-CLAUDE.md layout convention. Set `git config core.filemode false` to silence DrvFs's everything-is-0777 false-positive. Mirrors tavernkeep's pattern; both WSL and Windows access without crossing the WSL net bridge. - **Phase 0 scaffold landed.** `project.godot` + 7 autoloads + smoke-test scene + addons re-copy + folder layout. Used **GL Compatibility renderer** (not Forward+) for max mobile reach. Folder layout matches tavernkeep (`autoload/` at root, scripts co-located in `scenes/`) — *not* the `scripts/autoloads/` mirror layout originally sketched in `implementation.md`. Headless verification: `godot --headless --path . --quit` exits 0 with the smoke-test message. Editor-side green-dot check pending — needs you to open the editor once. - **Asset audit ran via researcher subagent (Haiku).** 3 of 5 items closed. Findings: - `FG_Fortress.png` autotile-solvable (tan stone). `FG_Houses.png` NOT autotile-solvable (pre-built decorative compositions). Iconic Homestead fallback not needed. **Opens a new wall-material decision** (see Open questions). - No wolf sprite anywhere in the bundle. **Opens a wolf-acquisition decision** (see Open questions). - `Retro Graveyard 16x16 Tileset [Kingdom Explorer]` confirmed in Tier 3 — full graveyard suite, ready for direct use in Phase 14. ### 2026-05-11 - **Phases 1–11 all shipped between 2026-05-10 and 2026-05-11** (the in-context session log lagged behind the commits). See `docs/implementation.md` Status table for canonical phase-by-phase state; below is just the headline. - **Phase 9 (Status + Medicine) + Phase 10 (Combat + Wolves) shipped as the "drama pair"** via 3-agent fan-out (Agent A: HP/Status on pawn, Agent B: DoctorProvider + medical bed + Rescue/Treat toils, Agent C: Wolf entity + WolfSpawner). Opus integrated into `scenes/world/world.tscn` + `world.gd` (middle bed at (47,24) marked `is_medical=true`). - **MCP runtime verified both phases.** Phase 9: injected 75 dmg + Bleeding(2) into Bram → went Downed (hp 25) → Edda+Cora both volunteered `doctor → 'Rescue Bram → bed at (47, 24)'` → treated → Bram healed to 94.2 hp, statuses cleared, returned to work. Phase 10: `[wolf] RAID: 1 wolf(ves) spawned at [(53, 2)]` fired at day 3 22:00 (darkness ≥ 0.8); 4 wolves alive across raid cycles by day 4 01:51. Screenshot confirms medical-bed red-cross marker and wolf silhouettes at night. - **Phase 10 deliberately partial** — wolf-side combat (two-roll, bleed on hit) shipped, but pawn-side weapons/armor/cover/friendly-fire deferred. Acceptance demo's full chain (wolf → bites → pawn bleeds → doctor saves) awaits player weapons. WolfSpawner pack size 1–2 vs design target 1–4 — tune up post Phase 20 numbers pass. - **Bleed-out timer shipped at demo value** `BLEED_OUT_TICKS = 1200` (~ minutes) instead of design value `432000` (6 in-game hours). Documented in `status_catalog.gd`; flip on first time-balance pass. Recorded so it doesn't ship to a release at the demo value. - **Bed-claim bug noticed in passing** during ULTRA-speed run: `Bram bed claim failed at /root/Main/World/Bed — sleeping on floor` for two of three pawns even when beds free. Doesn't gate Phase 12; logged for separate triage. - **Phase 12 (Seasons + Weather) shipped same day.** Three-agent fan-out (Agent A = clock seasons + season top-bar + terrain palette; Agent B = Weather autoload + procedural rain overlay + storm flash; Agent C = Wet/Cold statuses + mood thoughts + shelter check). Opus prepped contracts up front (event_bus signals, Clock season constants, Weather autoload stub) so all three could run fully parallel. - **Pre-fan-out contract pattern was the key.** By writing the public API surface to disk *before* dispatching agents, each agent's slice compiled standalone and integrated on first try. Worth repeating for any future "multi-system phase" — pay the 5-minute scaffolding cost, save the round-trip merge fixup. - One quick-edit fixup needed: Variant inference errors on `var old_sev := s.severity` (untyped Array loop var). Same trap as the Phase 7 crop fix. Pattern: always explicit-type any `:=` declaration assigned from a non-typed-Array element. - **MCP runtime verified all paths.** Top-bar shows "Spring 1/12", rain droplets render across screen, storm white-flash caught mid-animation, wet status flipped 0→Damp(26)→Soaked(65) with mood thought sync, cold status fired on cold_snap with -4 mood. `_is_sheltered()` proxy (has floor) works for v1; Phase 13 Room BFS replaces it. - Next: Phase 13 (Rooms, roofing, beauty, dirtiness, cleaning) is the natural follow-up — it pays the `_is_sheltered()` debt and unlocks beauty/dirty mood thoughts. - **Phase 13 (Rooms + Beauty + Dirtiness + Cleaning) shipped same day.** Three-agent fan-out reusing the Phase 12 contracts-first pattern (`Room` class, `World.rooms`/`room_at_tile`/`is_indoor`, 4 EventBus signals pre-written by Opus before dispatch). - **DECISION: Big-room UX = bump cap to 16, banner above.** Auto-roof activates for rooms ≤16 interior tiles; rooms above that emit `room_too_large` with no roof. Cabin (24 tiles) intentionally exceeds cap so the warning path is exercised at boot. Test shed (3×3 = 9 tiles) exercises the roof path. - **Agent C wiring loss + recovery.** Agent C reported wiring `BeautySystem` / `DirtinessSystem` / `CleaningProvider` / `IndoorTintOverlay` into `world.gd` but the instantiation code never landed — only the autoload field declarations and the entity-side `register_furniture` hooks survived. Opus added the missing 4 instantiations + work-provider registration + pre-built furniture seed in a follow-up edit. Recovery time ~5 min via runtime probe. Pattern: **trust but verify agent reports against actual file state**, especially for "I wired this into the scene/autoload" claims. Don't repeat by asking for "show me the diff" alongside the report. - **Demo seed extended.** Added `_prestamp_test_shed_for_room_detector` + `_spawn_complete_wall` / `_spawn_complete_floor` helpers — instantiates entities in completed state for a 5×5 walled shed at (34, 23). Demonstrates the auto-roof path side-by-side with the cabin's over-cap path. - **Sheltering proxy debt paid.** `Pawn._is_sheltered()` now reads `World.is_indoor(tile)` first, falling back to the floor-has-cell proxy for graceful degradation while RoomDetector populates. - Phase 10 wolves' raid cooldown is set to 4800 ticks (1 in-game day). Combined with `darkness_factor ≥ 0.8` trigger gate, wolves continue to spawn nightly. No tuning required this phase. - Next: Phase 14 (Death + corpses + burial) — closes the death loop. Pairs naturally with Phase 13's `DirtinessSystem.bump()` API for combat-blood spikes. ## External references - **Forgejo repo:** https://git.rdx4.com/megaproxy/rimlike (private) - **Owned art bundle (primary):** ElvGames "Ultimate Farming RPG" Humble bundle, local at `/mnt/d/godot/assets/humble set new/`. License: ElvGames terms (). Commercial OK with credit; no NFT/crypto/resale. - **Owned art bundle (secondary):** Ventilatore Fantasy Tileset Complete Bundle — - **Mana Seed catalog (fallback if bundle gaps surface):** - **Iconic Homestead (autotile-ready wall fallback, $19.99):** - **Lodestars:** Rimworld (Tynan Sylvester / Ludeon Studios), Going Medieval (Foxy Voxel), Stardew Valley (ConcernedApe). - **Original brainstorm history:** archived to `~/claude/archive/ideas/rimlike/` after promotion. The session log there captures every decision's rationale. - **Brainstorming-mode preference:** see `~/.claude/projects/-home-megaproxy-claude-ideas/memory/brainstorm-ask-dont-decide.md` (not directly applicable to projects but captures interaction style).