No description
Player reported pawns ignoring chop designations. Root cause was a lingering door designation at (36, 27) — painted on the test shed wall, which is pre-built and impassable. ConstructionProvider (priority 6) kept offering the doomed job; Decision picked it over chop (priority 5); JobRunner cancelled the empty walk each tick. Busy-spin starved all elective work. Mirrors the reachability pattern from HaulingProvider / DoctorProvider / EatProvider. For pathing-blocking sites (walls) we probe from an adjacent walkable cell; for other sites (doors / beds / crates / torches) we probe the site tile directly. Unreachable sites are skipped silently so the queue can sit dormant without starving lower-priority work. Verified via MCP: with a deliberately-unreachable door designation in the queue, all three pawns successfully picked up chop jobs. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .claude | ||
| art | ||
| audio | ||
| autoload | ||
| data | ||
| docs | ||
| scenes | ||
| tests | ||
| tools | ||
| .gitignore | ||
| .mcp.json | ||
| CLAUDE.md | ||
| icon.svg | ||
| icon.svg.import | ||
| memory.md | ||
| project.godot | ||
| README.md | ||
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
- Project rules:
CLAUDE.md - Decisions index + open questions:
memory.md - Phased build plan (the checklist):
docs/implementation.md - Game design:
docs/design.md - Tech / engine layout:
docs/architecture.md - Touch UX:
docs/ui.md - Art / tilesets / license:
docs/art.md
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).