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megaproxy cc6d60d044 sprint cleanup: corpse_cremated signal, recipe_count, save_system
D: Workbench._last_consumed_ingredient transient field captures the
carried item before queue_free so cremation_pyre.on_craft_complete can
emit corpse_cremated with the real ref. Falls back to proximity scan.
Pawn._on_corpse_cremated null-guarded.

E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field
kept on Recipe for save round-trip compat; nothing reads it functionally.

F: save_system._spawn_workbench simplified from 15 lines to 6 — let
from_dict do all field restoration. Fixed workbench.from_dict to call
_complete() instead of bare _completed=true, which was skipping light
enable + beauty register + designation clear.

Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 18:23:22 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Tree growth: dedicated stage atlas + tuned WildGrowth rate 2026-05-16 16:42:38 +01:00
audio Phase 17/18 closure: stockpile filter UI + day summary + atmospheric audio 2026-05-16 17:20:40 +01:00
autoload sprint cleanup: corpse_cremated signal, recipe_count, save_system 2026-05-16 18:23:22 +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 sprint cleanup: corpse_cremated signal, recipe_count, save_system 2026-05-16 18:23:22 +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: session log for 2026-05-16 (BuildDrawer redesign, Phase 17/18 closure, Phase 19) 2026-05-16 17:42:52 +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).