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megaproxy 7274ada5d1 Item sprites — swap procedural draw for tileset icons
Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines
sprites instead of hue-hashed coloured squares. Other types fall back to the
procedural square; quality border + stack count badge are layered on top of
whichever base renders.

Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png:
  stone     (5, 33)   rock cluster with stone chunks
  iron_ore  (9, 33)   rock with silver chunks
  gold      (13, 33)  rock with gold chunks
  wood      (20, 13)  chunky brown log pile
  plank     (28, 18)  horizontal-grain plank stack

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:43:24 +01:00
.claude
art Item sprites — swap procedural draw for tileset icons 2026-05-12 15:43:24 +01:00
audio
autoload Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +01:00
data
docs
scenes Item sprites — swap procedural draw for tileset icons 2026-05-12 15:43:24 +01:00
tests
tools
.gitignore
.mcp.json
CLAUDE.md
icon.svg
icon.svg.import
memory.md memory.md: log PC controls patch + latent backdrop-bug fix 2026-05-12 12:07:09 +01:00
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

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).