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megaproxy 0b09db9fd6 Wall: swap floor tile (1,1) for proper brick wall (13,4)
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>
2026-05-12 14:55:49 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Bed: replace procedural draw with 1×2 vertical bundle sprite 2026-05-12 14:49:05 +01:00
audio Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
autoload Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +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 Wall: swap floor tile (1,1) for proper brick wall (13,4) 2026-05-12 14:55:49 +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).