No description
Bug: pawns weren't replanting. _find_sow required a TYPE_GRAIN item as seed, but Millstone's flour bill (FOREVER) consumed all grain before sow could claim it. With CookingProvider now priority 6, grain contention is fatal — TILLED crops sit forever. Fix: removed the grain requirement. Sow is now Rimworld-style — the designation triggers work; no input is consumed. _find_sow returns a 2-toil job (walk → interact). Crop.on_sow_tick just flips stage to SOWN. Feature: 4 new paint tools in BuildDrawer's new "Farm" section column — TOOL_PAINT_CROP_WHEAT/POTATO/CORN/STRAWBERRY. Painting a grass tile spawns a TILLED Crop entity that pawns then sow. World rejects non-grass tiles, occupied tiles, and non-walkable terrain. 9 new string keys, kind-specific thumbnail draws (gold/tan/yellow/red). MCP verified: 12 forced-TILLED crops fully cycled TILLED → SOWN → growth → READY within ~3000 ticks. Paint tool spawned wheat crop at (35, 30); wall tile at (44, 23) correctly rejected. Followup smell: cancelling a designation on a player-painted crop will queue_free even if grown — Crop has no can_complete. Future guard could skip crops past TILLED. 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).