No description
Three alert signals had no UI subscribers — gameplay failures vanished silently. Now all three feed AlertsLog via translator handlers that forward to the generic alert_added sink. - EventBus: new no_stockpile_accepts(item_type, tile) and bill_blocked(recipe_label, reason, focus_tile) signals. - HaulingProvider: per-item-type 30s cooldown; emits when find_best_for scan finishes with viable items but no destinations. - CraftingProvider: per-(workbench, reason) 60s cooldown; emits at the skill_too_low and missing_ingredient continue sites. no_workbench reason declared for future use but not emitted (the iteration shape has no natural site for it). - AlertsLog: connect + disconnect for all three signals using the same has_signal-guarded pattern; translator handlers convert to localized alert_added(severity, text, focus_tile). - AlertsLog catch-up: room_too_large emits during World init, before this CanvasLayer mounts. _catch_up_room_too_large() in _ready scans World.rooms for rooms > ROOM_AUTOROOF_CAP and replays them, so the pre-built cabin's 24-tile-too-large warning lands in the log on every boot. Hauling/bill signals fire at runtime so they need no catch-up. Verified runtime: cabin warning shows up in AlertsLog with severity 'warn' and focus_tile (45, 24) — the cabin top-left. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .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).