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megaproxy fb07a3fa15 Door designation on a wall now demolishes the wall in place
Adds the Going-Medieval / Rimworld "door replaces wall" convention.
Painting a door on a tile occupied by a Wall (ghost OR completed):

* Reverses Wall._complete: erases the wall_layer stamp, marks the
  pathfinder cell walkable, triggers room recompute.
* queue_free's the wall entity.
* Spawns the door ghost in its place via the normal designation flow.

Source of truth for "is there a wall here?" is World.build_queue, so the
rule covers both designation-painted walls and pre-built seeds (cabin,
test shed) which self-register via Wall._ready but aren't in
_build_sites_by_tile.

Verified via MCP: completed wall + door paint → wall gone, door ghost,
tile walkable, layer unstamped. Ghost wall + door paint → wall replaced
cleanly with no leftover ghosts.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 15:13:30 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Door sprite — swap castle gate for 1-tile FG_Village cabin door 2026-05-12 16:11:05 +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 Door designation on a wall now demolishes the wall in place 2026-05-15 15:13:30 +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 Chop/mine designation gate + reachability gates on Doctor & Eat 2026-05-15 14:53:50 +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).