No description
Player report: "where is all the bread and meals going? It's not in
the crate." Cooking was working; output was spawning at the Hearth
tile and never being hauled. Root cause: Hauling priority 3 was below
every gathering/production provider (Plant=5, Chop=5, Cooking=6,
Construction=6, Crafting=4, Mine=4) so the always-busy 3-pawn colony
never reached idle-enough-to-haul. EatProvider (7) also ate food
directly off the workbench tile before any haul could fire.
Bumped to 5 — same tier as Plant and Chop. MCP verified: 1 grain + 1
wood arrived in cabin crate within 3000 ticks at ULTRA, and pawns are
visibly mid-haul ("Haul bread x1 -> (50,23)"). Cooking still fires in
parallel.
Phase 6 placeholder priorities flagged for Phase 20 tuning anyway.
This is an interim bump that keeps the loop visible to players.
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).