Agent skill

Godot Genre Survival

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Survival

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-survival -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-survival --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-genre-survival .claude/skills/godot-genre-survival && 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-genre-survival
GitHub stars
821
Token cost
~3.4k tokens
SKILL.md length
1,100 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing.

  • Works in 3 steps: Tedium — Scale gather yield with tool… → Inventory clutter — Generous stacks +… → No goals — Tech tree / boss pressure…
  • Building open-world survival
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), Expert Components (scripts/), Decision Tree — Survival Systems and Key Mechanics (pointers, not…, plus 5 more sections
  • Crafting-focused

What it does

Godot Genre Survival is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.

Its SKILL.md is about 3.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/architecture-overview.md`, `references/common-pitfalls-extended.md` and `references/elite-technical-patterns.md`).

It sits in Game Development, covering Game development. It works with Godot and Rust. 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

  • Building open-world survival
  • Crafting-focused
  • Resource management games

Example prompts

  • “/godot-genre-survival”

Workflow steps

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

  1. Tedium — Scale gather yield with tool tier.
  2. Inventory clutter — Generous stacks + storage sinks.
  3. No goals — Tech tree / boss pressure beyond pure survive.

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 11 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 Genre Survival loads about 3.4k tokens when it runs, and up to ~6.8k if it reads all its reference files. Until then it costs about 97 tokens; SKILL.md has 1,100 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~97
When it runs · the whole SKILL.md, loaded when a task matches
~3.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.8k

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). 1,100 words, ~3,426 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-survival/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-genre-survival
description
Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.

NEVER Do (Expert Anti-Patterns)

Physiology & Needs
  • NEVER use constant "Needs" decay; strictly scale with activity (e.g., Sprinting drains hunger 3x faster than idling).
  • NEVER use Instant Death for starvation/dehydration; strictly trigger gradual HP drain and provide distinct visual/audio warnings.
  • NEVER use float timers for exact life-critical checks; strictly use is_equal_approx() or <= to prevent 0.0 precision misses.
  • NEVER represent world time/day cycles within UI scripts; strictly use an AutoLoad (Singleton) to decouple state from visuals.
Gathering & Inventory
  • NEVER make gathering tedious without progression; strictly implement Tiered Tool Scaling (e.g., Stone Axe = 1 wood/hit, Steel Axe = 5 wood/hit) to reward technical advancement.
  • NEVER allow infinite inventory stacking; strictly use Weight Capacity or strict Stack Limits (e.g., 64 items) to force strategic resource management.
  • NEVER force players to "Guess" crafting recipes; strictly use a Discovery System where recipes unlock upon acquiring materials.
  • NEVER forget to duplicate(true) a shared Resource (like Item Durability); otherwise, all instances will break simultaneously.
  • NEVER store heavy item/crafting definitions in Node properties; strictly use custom Resource containers for lightweight data.
World & Performance
  • NEVER spawn threats at Respawn Points; strictly enforce a Safe Zone radius (Beds/Spawn) where enemy spawning is prohibited.
  • NEVER instance 10,000 individual MeshInstance3D nodes for foliage; strictly use MultiMeshInstance3D for batched draw calls.
  • NEVER load massive world chunks synchronously; strictly use ResourceLoader.load_threaded_request() to prevent hitches.
  • NEVER save complex dictionaries to standard text files; strictly use binary serialization for speed and size efficiency.
  • NEVER run procedural terrain/noise algorithms on the main thread; strictly offload to the WorkerThreadPool.
  • NEVER hardcode massive crafting tables in GDScript; strictly use ConfigFile or JSON for easy balancing and modding.

Expert Components (scripts/)

MANDATORY: Prefer these scripts over inline stubs. Do not paste pass architectures into scenes.

survival_patterns.gd

MANDATORY first read — Activity-scaled vitals, MultiMesh populate, threaded chunk load, WorkerThreadPool noise chunks (generate_noise_chunk_async), GridMap snap/place, Persist collect, deep duplicate(true).

status_depletion_manager.gd

MANDATORY for needs — Activity-scaled hunger/thirst in _physics_process (aligns with NEVER: no constant decay).

inventory_data.gd

Core Resource-based grid inventory: stack limits, metadata, add/remove.

inventory_slot_data.gd

Lightweight UI↔logic slot DTO.

inventory_slot_resource.gd

Serializable slot Resource with durability tracking.

modular_inventory_controller.gd

Controller wiring inventory data to UI signals.

interactable.gd

Universal harvest / pickup / world-trigger interface.

crafting_recipe_processor.gd

Ingredient check → consume → grant result (discovery-friendly).


Decision Tree — Survival Systems

NeedRoute
Item / recipe / durability dataCustom Resource + inventory_slot_resource.gd
Bag / stack / weightinventory_data.gd + modular_inventory_controller.gd — weight caps / drag-drop UI → godot-inventory-system (Do NOT re-teach grid UI here)
Hunger / thirststatus_depletion_manager.gd — set sprinting from movement
Harvest / open / pickupinteractable.gd
Craftcrafting_recipe_processor.gd
Base build snapsurvival_patterns.gd place_if_empty / GridMap
Forest foliageMultiMesh via populate_nature — never 10k MeshInstance3D
Chunk streamload_world_chunk threaded path in survival_patterns
Procedural noise / biomes at scalegenerate_noise_chunk_async in survival_patterns — or MANDATORY godot-procedural-generation when terrain exceeds chunk helpers
PhasePeer skillsPurpose
1. Datagodot-resource-data-patternsItem/recipe Resources
2. UIgodot-ui-containers, godot-inventory-systemGrid + drag/drop
3. Worldgodot-procedural-generation, godot-3d-world-buildingNoise, GridMap
4. Logicgodot-signal-architecture, godot-state-machine-advancedNeeds + interaction
5. Savegodot-save-load-systemsWorld + inventory + recipes

Key Mechanics (pointers, not tutorials)

Needs (activity-scaled)

Wire movement → StatusDepletionManager.sprinting. Empty vitals → gradual HP drain + warnings (never instant death). See script — do not reintroduce constant decay_rate in _process.

Tiered Tool Scaling

Stone Axe 1 yield / Steel Axe 5 yield / proximity Auto-Saw — encode as item Resource metadata, not hardcoded harvest scripts.

Spawn Safe Zones

Re-roll spawn points outside bed/player_beds radius before enabling threat spawners.

Godot-Specific Tips

  • TileMapLayer (Godot 4) for 2D worlds — do not use Godot 3 TileMap APIs.
  • FastNoiseLite for biome/resource density (off main thread via WorkerThreadPool for heavy maps).
  • ResourceSaver / binary serialization for large inventories and chunk dicts.
  • Y-Sort for top-down 2D occlusion with trees/props.

Common Pitfalls

  1. Tedium — Scale gather yield with tool tier.
  2. Inventory clutter — Generous stacks + storage sinks.
  3. No goals — Tech tree / boss pressure beyond pure survive.

Elite Technical Implementations

MANDATORY when starting base-building snap or biome/noise work: read elite-technical-patterns.md. Do NOT Load for first-pass needs/inventory/crafting — use the script catalog above.

Deep recipes (on demand)

TopicReference / script
Needs / crafting / toolskey-mechanics.md + bundled survival scripts
Base build grid snapelite-technical-patterns.md + base_builder.gd
Biome / spawn safetyelite-technical-patterns.md + biome_generator.gd
Show full SKILL.md (446 more words)Show less

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation
  • Resources — Item definitions, recipe tables, and inventory slots belong as Resources so designers retune weight, stack limits, and durability without code changes.
  • Idle and physics processing — Hunger/thirst decay must multiply by delta in _physics_process (or _process) so vital drain stays frame-rate independent.
  • Singletons (Autoload) — World time, day/night, and global needs state belong in Autoloads so UI scripts never own the clock.
  • Using signals — Inventory and crafting should emit change signals so HUD grids update without polling every frame.
  • Saving games — Persist inventory, unlocked recipes, base GridMap cells, and player vitals across sessions.
  • Binary serialization API — Large world/chunk dictionaries should use binary packs instead of bulky text dumps.
  • Background loading — Stream world chunks with ResourceLoader.load_threaded_request() to avoid hitching while exploring.
  • Using GridMaps — Base-building snaps and octant-batched structure pieces use GridMap.local_to_map / set_cell_item.
  • Using MultiMesh — Forests, rocks, and harvestable foliage must batch via MultiMesh instead of thousands of MeshInstance3D nodes.
  • Using multiple threads — Procedural noise/terrain generation belongs on WorkerThreadPool, never the main thread.
  • FastNoiseLite — Biome and resource density maps sample FastNoiseLite gradients for organic world layout.
  • AStarGrid2D — When players place structures, mark cells solid so AI reroutes around new bases immediately.
Prerequisites
  • godot-gdscript-mastery — is_equal_approx, Resource duplicate(true), and delta-scaled timers are foundational before vital and inventory logic.
  • godot-resource-data-patterns — Items, recipes, and slot payloads must be Resource-first so durability and stack metadata serialize cleanly.
  • godot-signal-architecture — Inventory/crafting buses should signal UI and interaction systems without tight Node coupling.
  • godot-autoload-architecture — Day cycles and global needs managers that survive scene swaps follow Autoload ownership rules.
Complements
  • godot-inventory-system — Grid stacking, weight capacity, and drag/drop UIs deepen the survival bag beyond genre sketches.
  • godot-save-load-systems — Versioned world saves cover inventory Resources, base cells, and unlocked recipe lists.
  • godot-procedural-generation — Noise biomes and resource scatter compose with FastNoiseLite patterns in this skill.
  • godot-3d-world-building — GridMap tooling, collision, and LOD practices support large player-built bases.
  • godot-ai-navigation — Threat AI that respects built walls needs NavigationAgent / AStar updates when structures change.
  • godot-ui-containers — Crafting menus and inventory grids are Control layout problems, not gameplay scripts.
  • godot-game-loop-harvest — Tiered tool yield and gather loops share harvest-loop patterns with survival gathering.
Downstream / consumers
  • godot-monte-carlo-balancer — After recipe costs, tool tiers, and need decay rates are data-driven, Monte Carlo careers prove hours-to-tech and starvation risk bands before shipping balance sheets.
  • godot-genre-open-world — Open-world survival consumes chunk streaming, safe-zone spawn, and scarcity loops defined here.
  • godot-economy-system — Trading posts and crafted-good sinks extend survival crafting into soft-currency economies.
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 17 other files (scripts, references) in skills/godot-genre-survival of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/architecture-overview.md
  • references/common-pitfalls-extended.md
  • references/elite-technical-patterns.md
  • references/godot-tips.md
  • references/key-mechanics.md
  • references/migration-notes.md
  • scripts/aipathing_system.gd
  • scripts/base_builder.gd
  • scripts/biome_generator.gd
  • scripts/crafting_recipe_processor.gd
  • scripts/interactable.gd
  • scripts/inventory_data.gd
  • scripts/inventory_slot_data.gd
  • scripts/inventory_slot_resource.gd
  • scripts/modular_inventory_controller.gd
  • scripts/status_depletion_manager.gd
  • scripts/survival_patterns.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Survival 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 Genre Survival compared with similar skills
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Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Survival

What does Godot Genre Survival do?

Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing. Godot Genre Survival is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for survival games (Minecraft, Don't Starve, The Forest, Rust) covering needs systems, resource gathering, crafting recipes, base building, and progression balancing.

When should I use Godot Genre Survival?

Godot Genre Survival fits situations like: building open-world survival; crafting-focused; resource management games.

How do I install Godot Genre Survival in Claude Code?

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

How do I install Godot Genre Survival in Codex?

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

Can I use Godot Genre Survival 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-genre-survival -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-genre-survival, .gemini/skills/godot-genre-survival, .github/skills/godot-genre-survival and .opencode/skills/godot-genre-survival in your project.

What does Godot Genre Survival need to run?

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

Does Godot Genre Survival 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 Genre Survival 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 Genre Survival use?

Godot Genre Survival 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 Genre Survival use?

About 3.4k tokens (SKILL.md is roughly 14k 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 3.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Survival?

Skills that share tags, products or a category with Godot Genre Survival: Gdextension (jame581/GodotPrompter, 805 stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Survival?

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.