rimlike/scenes/world
megaproxy d98d2c2425 Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode
Trees: 4 growth stages (Sapling→Young→Growing→Mature), only Mature
yields wood. WildGrowth ticker fires every in-game hour; rejection-
samples grass tiles and plants a sapling with ~30% probability (capped
at MAP_TREE_LIMIT=60). New `paint_plant_tree` designation lets the
player manually plant — ghost sapling registered as a build_site that
ConstructionProvider fulfils. Stage round-trips through save/load.
Initial seed mixes 4 saplings + 6 mature so growth is visible day 1.

Quarry: new BigRockNode entity (2×2 permanent stone outcrop, never
depletes). 3 nodes seeded far from cabin. New QuarryWorkbench
(extends Workbench, auto-FOREVER `quarry_stone` bill, recipe drops
1 stone per 300 work-ticks). New `paint_quarry` designation only
accepts BigRockNode tiles. CraftingProvider now supports recipes
with `ingredient_count == 0` — skips ingredient-fetch and goes
straight to walk+craft toils. Recipe gains `ingredient_count` field
(defaults 0). Save/load layering: big_rock_node spawns at priority 0
(same as rock/tree), quarry_workbench at priority 2 (after the node).

UI: Plant tree + Build quarry buttons added to Build drawer.
build_drawer_thumb gains `plant_tree` (sapling sprout in dirt) and
`paint_quarry` (stone block + chisel + cut-stone pile) shapes.
inspect_tooltip recognises BigRockNode + shows tree growth stage on
hover.

Delegation: gdscript-refactor (Sonnet ×2) for trees full impl +
quarry skeleton; quick-edit (Haiku) for CraftingProvider no-ingredient
plumbing + TopBar polish; integration handled on Opus.
2026-05-16 16:36:16 +01:00
..
.gitkeep Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
beauty_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
beauty_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
camera_rig.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
camera_rig.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
camera_rig.tscn Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
crate.gd Clear designation tile-highlight when jobs complete 2026-05-15 19:31:55 +01:00
crate.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
crate.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.gd Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode 2026-05-16 16:36:16 +01:00
designation.gd.uid Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
designation.tscn Phase 5 — Designation, BuildJob, Wall/Floor/Door, Crate; 3/4 perspective pivot 2026-05-10 22:11:40 +01:00
dirtiness_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
dirtiness_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
graveyard_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
graveyard_zone.gd.uid Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
indoor_tint_overlay.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
indoor_tint_overlay.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
pathfinder.gd Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
pathfinder.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
rain_overlay.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.gd.uid Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.tscn Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
room.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
selection.gd Workbench bill editor — tap a workbench, see/edit bills 2026-05-16 00:29:46 +01:00
selection.gd.uid Phase 2 — Pawn, pathfinder, click-to-select / click-to-move 2026-05-10 20:47:08 +01:00
stockpile_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
stockpile_zone.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
stockpile_zone.tscn Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
storage_destination.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
storage_destination.gd.uid Phase 4 — Trees, Rocks, Items, Stockpiles, Hauling 2026-05-10 21:32:39 +01:00
world.gd Renewable resources: tree growth + WildGrowth + Quarry on BigRockNode 2026-05-16 16:36:16 +01:00
world.gd.uid Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI 2026-05-10 20:37:02 +01:00
world.tscn Visual: sprinkle grass+flower decoration overlay (ElvGames bundle) 2026-05-12 14:07:36 +01:00