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megaproxy c4f94fb543 Workbench sprites — swap procedural draw for tileset art per variant
- Carpenter → FG_Interior (24, 20) 16×32 wood cabinet w/ drawers
- Smelter   → FG_Marketplace (8, 30) anvil + hot metal
- Hearth    → FG_Interior (16, 32) stove w/ burners
- Millstone → FG_Interior (17, 40) wood barrel + procedural wheel overlay

Adds label_text setter so the sprite rebuilds idempotently whether the
caller assigns label before or after setup() (world.gd assigns after,
SaveSystem after). Setter also calls _maybe_build_light() to fix a
pre-existing Phase 11 bug where Hearth never built its PointLight2D
(label_text was still default when _ready fired).

Unrecognised label_texts fall through to _draw_generic so ad-hoc
workbench variants keep rendering.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 15:23:28 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Workbench sprites — swap procedural draw for tileset art per variant 2026-05-12 15:23:28 +01:00
audio Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
autoload Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 17: Touch UX (PawnDetail+BuildDrawer+WorkMatrix+AlertsLog+Settings) 2026-05-11 19:45:35 +01:00
scenes Workbench sprites — swap procedural draw for tileset art per variant 2026-05-12 15:23:28 +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 memory.md: log PC controls patch + latent backdrop-bug fix 2026-05-12 12:07:09 +01:00
project.godot PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +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).