No description
Player reported pawns ignoring chop designations. Root cause: ChopProvider/MineProvider iterated World.trees/World.rocks unconditionally — paint set a null sentinel and never touched the entity, so designation was cosmetic only. Pawns auto-chopped nearest unfelled tree. * Added chop_designated: bool to Tree, mine_designated: bool to Rock and BigRock (footprint-aware: paint on any of the 4 footprint cells flags the boulder). Save/load round-trips the flag. * world.gd._on_designation_added 'chop'/'mine' cases now find the entity at the painted tile and flip the flag. _on_designation_cleared inverts. * Boot seed auto-designates SAMPLE_TREES / SAMPLE_ROCKS / SAMPLE_BIG_ROCKS so the cabin demo still produces wood + stone end-to-end without requiring the player to paint first. Also from the same audit (researcher mapped all 11 WorkProviders): * DoctorProvider + EatProvider now pre-check reachability with pathfinder.find_path before issuing a job, mirroring HaulingProvider's pattern. Previously they handed out doomed walks that JobRunner had to cancel, busy-spinning at 20 Hz. Verified end-to-end via MCP runtime: undesignated tree/rock returns null from provider; paint flips the flag and provider returns a chop/mine job; un-paint clears the flag; BigRock footprint paint works on any of the 4 cells. 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).