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megaproxy 2f76ae1639 sleep_provider deconflicts beds against other pawns' targets
L: SleepProvider.find_best_for filters bed candidates via the existing
Job.is_target_taken_by_other mechanism that ConstructionProvider
already uses. Sets j.target_node = best_bed on the proposed job so
other pawns see the claim.

Fixes the 2/3-pawns-floor-sleep symptom (memory.md 2026-05-11) caused
by greedy nearest-neighbor convergence. The bed.claim() mechanism was
already race-free; this just prevents simultaneous proposals on the
same bed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:29:19 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Tree growth: dedicated stage atlas + tuned WildGrowth rate 2026-05-16 16:42:38 +01:00
audio Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio 2026-05-16 17:20:40 +01:00
autoload sprint cleanup: corpse_cremated signal, recipe_count, save_system 2026-05-16 18:23:22 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs docs: mark Phase 19 done pending playtest review 2026-05-16 17:39:36 +01:00
scenes sleep_provider deconflicts beds against other pawns' targets 2026-05-16 18:29:19 +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 camera_rig defers to active paint tool + gitignore build artifacts 2026-05-16 18:27:26 +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: session log for 2026-05-16 (BuildDrawer redesign, Phase 17/18 closure, Phase 19) 2026-05-16 17:42:52 +01:00
project.godot Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +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).