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megaproxy 07fb66608a Decision: remove rest from NEEDS_CATEGORIES so work fires before fallback
NEEDS_CATEGORIES used to be [&"rest", &"eat", &"sleep"]. Decision iterates
needs providers before eligible work providers and picks the first one
that returns a non-null job. EatProvider/SleepProvider correctly gate on
hunger/sleep thresholds (return null when not hungry/tired), so they
yield to work when no need is pressing. But RestProvider always returns
a job — by design, it's the catch-all fallback ("stand here"). With
"rest" in NEEDS_CATEGORIES the loop preempted on RestProvider every
tick: pawns assigned 'Rest at (50, 50)' and never reached the
chop/mine/construction providers despite valid designations.

Fix: remove &"rest" from NEEDS_CATEGORIES. RestProvider falls into the
eligible bucket; its provider.priority=0 sorts it last in the eligible
sort (chop=5, mine/construction=5, etc, win the priority tiebreaker).
work_priorities doesn't include a "rest" key so priorities.get falls
through to NORMAL=3, keeping rest eligible for everyone (the UI matrix
deliberately omits rest per Pawn.work_priorities comment).

Verified MCP runtime: fresh boot, all 3 pawns picked 'Build stone wall
at (44, 28)' instead of 'Rest at (50, 50)'; advanced to next wall site
within 5 seconds.

Bug surfaced by first real playtest with painted designations — the
in-context audit caught it within ~5 min of inspection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 13:37:21 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
audio Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
autoload Alerts: wire room_too_large, no_stockpile_accepts, bill_blocked 2026-05-12 13:16:25 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
scenes Decision: remove rest from NEEDS_CATEGORIES so work fires before fallback 2026-05-12 13:37:21 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md memory.md: log PC controls patch + latent backdrop-bug fix 2026-05-12 12:07:09 +01:00
project.godot PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

rimlike

A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.

Working title rimlike — rename TBD.

Working in this repo

On a fresh clone

The proprietary Godot MCP Pro addon is gitignored. Re-copy from the local install before opening the project:

cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/

Then open project.godot in Godot 4.6+. Project → Project Settings → Plugins → enable Godot MCP Pro. Look for the green dot in the "MCP Pro" bottom panel.

Engine

Godot 4.6.2 stable, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).