Agent skill

Godot Game Loop Harvest

by thedivergentai in thedivergentai/GD-Agentic-Skills

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete…

LGPL-3.0Auto-check passedGame Development

Install Godot Game Loop Harvest

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-harvest -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-game-loop-harvest --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-game-loop-harvest .claude/skills/godot-game-loop-harvest && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-game-loop-harvest
GitHub stars
821
Token cost
~2.6k tokens
SKILL.md length
797 words
Files
10 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete…

  • Works in 3 steps: Author HarvestResourceData /… → Attach harvestable_node.gd to… → Autoload harvest_respawn_manager.gd as…
  • Keywords: applyhit
  • SKILL.md covers Script Catalog (MANDATORY by…, Setup (short), Hit path and NEVER Do, plus 3 more sections
  • HarvestResourceData

What it does

Godot Game Loop Harvest is an agent skill from thedivergentai/GD-Agentic-Skills. Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete, respawnmanager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: applyhit, HarvestResourceData, HarvestToolData, offline UNIX, respawnmanager, tool tier, harvestablenode, FastNoiseLite veins.

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 11 other files, including scripts and reference files (for example `references/harvest-elite-patterns.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Game design. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Keywords: applyhit
  • HarvestResourceData
  • HarvestToolData
  • Harvestablenode

Example prompts

  • “/godot-game-loop-harvest”

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. Author HarvestResourceData / HarvestToolData .tres (tool enum + tier, yield range, optional drop scene).
  2. Attach harvestable_node.gd to StaticBody3D; assign data + mesh_to_shake; keep interaction on Layer 1.
  3. Autoload harvest_respawn_manager.gd as HarvestRespawnManager when world persistence is required.

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 7 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Game Loop Harvest loads about 2.6k tokens when it runs, and up to ~4k if it reads all its reference files. Until then it costs about 114 tokens; SKILL.md has 797 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~114
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 797 words, ~2,603 tokens.

Download SKILL.mdSave it as .claude/skills/godot-game-loop-harvest/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.
name
godot-game-loop-harvest
description
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.

Script Catalog (MANDATORY by path)

PathMANDATORY reads
Hit / gatherharvestable_node.gd, resource_data.gd, harvest_tool_data.gd
Offline / autosaveharvest_loop_patterns.gd, harvest_autosave_manager.gd, harvest_inventory_manager.gd
Vein / respawn / worldharvest_respawn_manager.gd + FastNoiseLite vein notes below

Setup (short)

  1. Author HarvestResourceData / HarvestToolData .tres (tool enum + tier, yield range, optional drop scene).
  2. Attach harvestable_node.gd to StaticBody3D; assign data + mesh_to_shake; keep interaction on Layer 1.
  3. Autoload harvest_respawn_manager.gd as HarvestRespawnManager when world persistence is required.

Hit path

Raycast/interact → apply_hit(tool_data: HarvestToolData):

gdscript
if collider is HarvestableNode:
    collider.apply_hit(player_tool)
SignalPayloadWire to
harvested(data, amount)Inventory / harvest_inventory_manager
took_damage(curr, max)HUD bar / popup pool
interaction_failed(reason: StringName)"wrong_tool" / "low_tier" feedback

NEVER Do

  • NEVER use float for accumulated harvest counts — use int.
  • NEVER gather rates in _process without delta — framerate-scales economy.
  • NEVER trust OS.get_ticks_msec() for offline progress — use Time.get_unix_time_from_system().
  • NEVER check tool type via free-form strings — use HarvestToolData.ToolType / StringName enums (see scripts).
  • NEVER mutate shared Resource templates — duplicate(true) before runtime durability/health mutation.
  • NEVER queue_free() before VFX/SFX finish — hide mesh, swap collision layer, free after juice.
  • NEVER skip saving UNIX timestamp on exit — offline gains depend on it.
  • NEVER couple harvest logic to UI counters — signals only.
  • NEVER scale collision shapes non-uniformly — edit shape resource sizes.

Vein proc-gen (noise)

Use FastNoiseLite thresholds for organic clusters; spawn HarvestableNode instances where noise.get_noise_2dv(pos) > threshold. Persist depleted IDs via respawn manager — do not re-roll veins every load without a seed.

Tool durability

Keep durability on HarvestToolData (Resource), not the player node. Emit durability/break signals from the tool Resource after successful hits.

MANDATORY for offline UNIX math, worker-thread batching, popup pools, and vein proc-gen depth: harvest-elite-patterns.md. Do NOT Load when hit path + respawn manager suffice.

Reference

Progressive disclosure: Skim Official Documentation only for the APIs you are implementing (Resources, StaticBody3D hits, signals, timers, save/offline time). Open Related Skills when wiring inventory, autoloads, raycasts, or economy balance—do not preload the whole lattice.

Official Documentation
  • Resources — Author HarvestResourceData / HarvestToolData as shareable .tres assets so designers tune health, yield ranges, and tool gates without editing harvest scripts.
  • Resource — Call duplicate(true) before mutating runtime harvest/tool state so one node’s depletion or durability cannot rewrite the shared template Resource.
  • GDScript exports — @export / @export_group power Inspector-authored tool tiers, yield ranges, respawn times, and drop scenes on harvest data Resources.
  • Using signals — Emit harvested, took_damage, and interaction_failed so inventory, HUD bars, and feedback UI subscribe without coupling to HarvestableNode internals.
  • StaticBody3D — World harvestables are static colliders players query/hit; keep them on an interaction layer and move to an inactive layer while depleted.
  • Collision shapes (3D) — Size shape resources directly; non-uniform scale on collision shapes breaks hit tests for pickaxes/axes against trees and ore nodes.
  • Idle and Physics Processing — Multiply continuous gather rates by delta (prefer _physics_process for fixed-step economy ticks) so harvest speed is not framerate-dependent.
  • Time — Persist Time.get_unix_time_from_system() for offline gains; do not use OS.get_ticks_msec() / uptime for real-world absence math.
  • Saving games — Persist inventory counts, depleted-node IDs, and absolute respawn/offline timestamps with the rest of progression data.
  • FileAccess — Interval autosave writes JSON (or binary) under user:// via FileAccess.open so harvest progress survives crashes between manual saves.
  • Tween — Hit “juice” shakes use short property tweens on the mesh child without allocating disposable animation players per strike.
  • Singletons (Autoload) — Register HarvestRespawnManager as an Autoload so scattered harvestables resolve /root/HarvestRespawnManager for world-scale depletion persistence.
Show full SKILL.md (268 more words)Show less
Prerequisites
  • godot-resource-data-patterns — Harvest yields, tool stats, and drop scenes are Resource-first; establish composition/duplicate rules before baking economy numbers into nodes.
  • godot-signal-architecture — harvested / inventory_updated ownership and safe connects keep gather nodes decoupled from HUD and inventory hubs.
  • godot-physics-3d — StaticBody3D layers/masks and shape setup for interactable world props are prerequisites to reliable hit validation.
  • godot-gdscript-mastery — Typed Resources, await on create_timer, and Mutex/WorkerThreadPool patterns assume solid GDScript fundamentals.
Complements
  • godot-inventory-system — Connect harvested into a real inventory/stacking pipeline instead of leaving counts in a harvest-only dictionary.
  • godot-save-load-systems — Round-trip warehouse totals, tool durability, and depleted-node timers through the project save schema beyond interval JSON dumps.
  • godot-autoload-architecture — Respawn and inventory managers belong in a disciplined Autoload graph with clear init order and signal-bus boundaries.
  • godot-raycasting-queries — Player gather input typically raycasts or shapecasts to the harvestable collider before calling apply_hit(tool_data).
  • godot-tweening — Expand hit shakes into polish tweens (squash, flash, camera punch) without cutting VFX short via early queue_free().
  • godot-economy-system — Wire harvest yields into sinks, crafting costs, and vendor loops so gathering feeds a coherent economy.
Downstream / consumers
  • godot-monte-carlo-balancer — After yields, respawn times, and tool tiers are tunable Resources, Monte Carlo sims validate gather pacing and sink pressure before shipping curves.
  • godot-genre-survival — Survival loops compose harvesting with hunger, crafting, and world threat systems on top of this gather core.
  • godot-game-loop-collection — Collection/scavenger objectives often consume the same harvest/inventory signals for “gather N of X” quests.
  • godot-procedural-generation — Noise-driven resource veins and world placement build on harvest node data once the interaction loop is solid.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 9 other files (scripts, references) in skills/godot-game-loop-harvest of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/harvest-elite-patterns.md
  • references/migration-notes.md
  • scripts/harvest_autosave_manager.gd
  • scripts/harvest_inventory_manager.gd
  • scripts/harvest_loop_patterns.gd
  • scripts/harvest_respawn_manager.gd
  • scripts/harvest_tool_data.gd
  • scripts/harvestable_node.gd
  • scripts/resource_data.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Game Loop Harvest next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Game Loop Harvest compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Game Loop Harvest this skillthedivergentai/GD-Agentic-Skills821—~2.6kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Godot Ability Systemjame581/GodotPrompter805—~3kAutomated safety check: PassMIT
Godot Camera Systemsjame581/GodotPrompter805—~2.8kAutomated safety check: PassMIT
Input MapperRandallLiuXin/GodotMaker5501 repos~727Automated safety check: PassCustom licence
Godotautonomous-ai/openharness1.2k—~570Automated safety check: PassMIT

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Works with

Questions about Godot Game Loop Harvest

What does Godot Game Loop Harvest do?

Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete…. Godot Game Loop Harvest is an agent skill from thedivergentai/GD-Agentic-Skills. Data-driven resource harvesting (mining, logging, foraging) for Godot 4: applyhit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestablenode shake/deplete, respawnmanager world persistence, UNIX offline progress, autosave, and noise vein proc-gen.

When should I use Godot Game Loop Harvest?

Godot Game Loop Harvest fits situations like: keywords: applyhit; harvestResourceData; harvestToolData; harvestablenode.

How do I install Godot Game Loop Harvest in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-harvest -a claude-code`. Or copy the skill folder (skills/godot-game-loop-harvest in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-game-loop-harvest in your project. Claude Code loads it when a task matches its description.

How do I install Godot Game Loop Harvest in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-harvest -a codex`. Or copy the skill folder (skills/godot-game-loop-harvest in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-game-loop-harvest in your project. Codex loads it when a task matches its description.

Can I use Godot Game Loop Harvest in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-game-loop-harvest -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-game-loop-harvest, .gemini/skills/godot-game-loop-harvest, .github/skills/godot-game-loop-harvest and .opencode/skills/godot-game-loop-harvest in your project.

What does Godot Game Loop Harvest need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Game Loop Harvest is instructions for the agent only.

Does Godot Game Loop Harvest access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Game Loop Harvest safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Game Loop Harvest use?

Godot Game Loop Harvest is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Game Loop Harvest use?

About 2.6k tokens (SKILL.md is roughly 10k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Game Loop Harvest?

Skills that share tags, products or a category with Godot Game Loop Harvest: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Godot Ability System (jame581/GodotPrompter, 805 stars), Godot Camera Systems (jame581/GodotPrompter, 805 stars) and Input Mapper (RandallLiuXin/GodotMaker, 550 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Game Loop Harvest?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.