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megaproxy c6c88acc47 sow no longer needs grain + add crop zone paint tools
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>
2026-05-16 21:29:00 +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 sow no longer needs grain + add crop zone paint tools 2026-05-16 21:29:00 +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).