Update 099 introduces a persistent socket system for building interiors, transforming PlacementKnob anchors into functional slots for saved or runtime-placed objects. This update enables support for multi-cell horizontal footprints, allowing placeable items to claim and restore specific nodes within the building grid. Editor-side persistence has also been added to the BuildingSpawner, allowing for pre-configured starting items within the Godot editor.
Interaction improvements include a new placeable picker for empty sockets, which filters inventory items by available footprint width and provides prompts for mirrored placement. The system automatically centers spawned items across claimed cells and aligns them to the interior floor. Furthermore, interaction radii now scale dynamically based on object width, ensuring that larger containers and functional placeables remain accessible across their entire footprint.
Raw Patch Notes
UPDATE 2026-05-06 #099 - Placement Knob Placeable Sockets - Turned generated building `PlacementKnob` anchors into persistent placeable sockets that can hold a saved editor-configured or runtime-placed placeable instance, claim multi-cell horizontal footprints by placeable `width`, and restore their occupied runtime node without separately saving the managed child placeable. - Added player `E` interaction support for empty placement knobs through a dedicated placeable picker that filters inventory placeables by actual left/right footprint fit, auto-places single-direction fits, and prompts for `Place Left` or `Place Right` when both mirrored directions are valid. - Made knob placement mirror visuals and center the spawned runtime placeable across all claimed knob cells while aligning the placeable bottom to the interior floor reference at `75` px, then hand interaction over to the placed object's own runtime `UseArea` and prompt. - Expanded generic placeable interaction sizing so multi-cell placeables scale their runtime `UseArea` and prompt radius from placeable `width`, keeping containers and future socketed placeables interactable across their full placed footprint. - Added `BuildingSpawner`-side editor persistence for per-knob starting placeable configuration so generated knobs can be pre-populated in the Godot editor without in-game placement. - Files: `Scripts/Buildings/BuildingSpawner.gd`, `Scripts/Buildings/GeneratedPlacementKnob.gd`, `Scenes/Buildings/PlacementKnob.tscn`, `Scripts/Player.gd`, `Scripts/Placeables/PlaceableBase.gd`, `current-game-setup.txt`, `update-log.txt`
*This is an automated post, using Python and LLMs to summarize game updates. Mistakes, while rare, may happen.

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