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megaproxy ab53808a53 bump HaulingProvider priority 3 → 5 — fixes output piling up at workbench
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>
2026-05-16 21:39:19 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art reskin wolf as hyena — visual + lean-in flavor 2026-05-16 21:03:46 +01:00
audio Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio 2026-05-16 17:20:40 +01:00
autoload sow no longer needs grain + add crop zone paint tools 2026-05-16 21:29:00 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs docs: mark Phase 19 done pending playtest review 2026-05-16 17:39:36 +01:00
scenes bump HaulingProvider priority 3 → 5 — fixes output piling up at workbench 2026-05-16 21:39:19 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore camera_rig defers to active paint tool + gitignore build artifacts 2026-05-16 18:27:26 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md memory.md: pre-Phase-20 audit + 5-sprint cleanup session log 2026-05-16 18:41:16 +01:00
project.godot Phase 19 — onboarding: hint tour + Help modal + tooltip pass 2026-05-16 17:36:18 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

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).