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megaproxy bdd435202d Workbench bill editor — tap a workbench, see/edit bills
Tap-to-select chain extended to workbenches (pawn always wins on shared
tile). Mutually exclusive with pawn selection via EventBus —
selecting one clears the other.

New WorkbenchPanel (scenes/ui/workbench_panel.gd, ~432 LOC, layer 18,
right-anchored 360 px) mirrors PawnDetailPanel shape. Bill rows expose
recipe name, mode (FOREVER / COUNT / UNTIL_N), target count, completed
progress, pause, and remove. Add-bill popup filters RecipeCatalog.all()
by accepted_skill so a Hearth only offers cooking recipes.

Supporting plumbing:
- EventBus.workbench_selected / workbench_deselected signals.
- Workbench.remove_bill() — interrupts mid-craft cleanly via
  on_craft_interrupted() before erasing.
- RecipeCatalog.all() static enumerator + Recipe.display_name() helper.
- World.workbench_at_tile() lookup.
- i18n keys ui.bill.* and ui.workbench.* in strings.gd.

Closes the deferred Phase 17 "Bill UI for workbenches" item. Player-
built workbenches are now functionally configurable; before this
landed, only world.gd-hardcoded bills worked.
2026-05-16 00:29:46 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Procedural workbench redraws + 3-season tree variety 2026-05-15 20:22:55 +01:00
audio Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
autoload Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
scenes Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +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 Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +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 Workbench bill UI plan + 05-15 polish session log 2026-05-16 00:23:10 +01:00
project.godot Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +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).