mcpbeat Sign in

Survival Crafting Agent Skill

> needs (hunger/thirst/temperature), and base building. Use for a survival or crafting/base-building game.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting

The instruction itself

12 sections, as written by the author

Survival Crafting

A playbook for survival-crafting games — the gather → craft → build loop, survival needs, the

crafting/tech progression, and base building. This is a compositional skill: it orchestrates

inventory data, world content, persistence, and threats. It does not re-teach those primitives;

it defines the loop and the pressure systems (needs, scarcity, escalation) that make survival

tense rather than tedious.

When to use

  • Use when the player **gathers resources, crafts items/structures, manages survival needs, and

builds a base** against escalating threats: survival sandbox, crafting/base-building game.

  • Use when designing needs (hunger/thirst/temperature), a crafting tech tree, gathering loops,

or base placement/building.

When *not* to use: crafting as a minor RPG feature → rpg. Permadeath grid dungeon →

roguelike. For inventory/items as data assets, use godot-resources /

unity-scriptableobjects; for world generation, procedural-gen.

Core loop

**Gather raw resources → craft tools/items → build and upgrade a base → manage survival needs

→ explore farther for better resources → survive escalating threats → repeat at a higher tier.**

Each loop should unlock the *next* loop (better tools → reach new biomes → new resources →

better crafts). When that ladder breaks, the game becomes a grind.

Must-have systems

  • Resource nodes + gathering — harvestable world objects; tool requirements/tiers; respawn.
  • Inventory — stacks, capacity (slots or weight), drop/transfer, hotbar.
  • Crafting — recipes (inputs → output), a crafting station/tech gate, a tech tree.
  • Survival needs — hunger, thirst, temperature, stamina, health, with decay + consequences.
  • Base building — placeable structures, a build grid/snapping, storage, crafting stations.
  • World + day/night — biomes/resources (often procedural); a time cycle driving threats.
  • Threats — hostile creatures/weather/events that escalate; combat or avoidance.
  • Save/load — world state, inventory, base, needs, progression; large-world persistence.

Design knobs

| Knob | Effect | Notes |

|------|--------|-------|

| Needs decay rates | pressure cadence | Slow enough to explore, fast enough to matter. |

| Need-failure consequence | stakes | Damage over time, not instant death. |

| Resource scarcity / respawn | exploration push | Scarce near base → travel for more. |

| Tool tiers / gating | progression ladder | Better tool → new node types. |

| Recipe complexity / tech depth | long-term goals | Multi-step chains, not flat lists. |

| Inventory limit (slots/weight) | logistics tension | Forces base trips and storage. |

| Threat escalation curve | difficulty over time | Night/seasonal/event ramps. |

| Day length | rhythm | Day = gather, night = defend. |

Patterns

1. Needs decay with graded consequences

# Pseudocode in the per-frame/per-tick update. dt = seconds. Needs fall; failure bleeds HP.
def update_needs(p, dt):
    p.hunger = max(0, p.hunger - HUNGER_RATE * dt)
    p.thirst = max(0, p.thirst - THIRST_RATE * dt)
    p.temp   = approach(p.temp, ambient_temperature(p), TEMP_RATE * dt)

    # Consequences are graded, not binary: warnings, then attrition — never instant death.
    if p.hunger == 0 or p.thirst == 0:
        p.hp -= STARVE_DAMAGE * dt          # damage over time creates urgency with recovery room
    if p.temp < COLD_THRESHOLD or p.temp > HEAT_THRESHOLD:
        p.hp -= EXPOSURE_DAMAGE * dt
    if p.hunger > 0 and p.thirst > 0 and not exposed(p):
        p.hp = min(p.max_hp, p.hp + REGEN_RATE * dt)   # safe + fed => heal

2. Crafting: validate, then atomically consume inputs

# Pseudocode. Recipes are data: inputs -> output, with an optional station/tech requirement.
recipe = {"id": "stone_axe",
          "inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
          "station": "workbench", "requires_tech": "basic_tools"}

def can_craft(recipe, inv, tech, station):
    if recipe.get("requires_tech") and recipe["requires_tech"] not in tech: return False
    if recipe.get("station") and recipe["station"] != station: return False
    return all(inv.count(item) >= n for item, n in recipe["inputs"].items())

def craft(recipe, inv, tech, station):
    if not can_craft(recipe, inv, tech, station): return False
    for item, n in recipe["inputs"].items(): inv.remove(item, n)   # consume all, then add
    inv.add(*recipe["output"])                                     # atomic: no partial craft
    return True

3. Gathering gated by tool tier

# Pseudocode. A node yields only if the held tool meets its required tier.
def harvest(node, tool):
    if tool.tier < node.required_tier:
        return notify("Need a better tool")        # e.g. stone node needs a pickaxe, not fists
    node.hp -= tool.power
    if node.hp <= 0:
        spawn_drops(node.drop_table)               # weighted drops (see roguelike loot pattern)
        node.start_respawn(node.respawn_time)      # node returns later; world isn't depleted forever

Pitfalls / failure modes

  • Needs that kill instantly → frustration and save-scumming. Make failure damage over time,

with clear warnings and a recovery path (Pattern 1).

  • Grind without a ladder → gathering that never unlocks new gathering. Each tier must open

the next (better tool → new node → new resource → better craft).

  • Non-atomic crafting → inputs consumed but output not granted on an edge case. Validate

first, then consume-and-add as one step (Pattern 2).

  • Inventory with no limits → no logistics tension and no reason for a base/storage. Cap by

slots or weight.

  • Permanently depleting the world → players strip the map and quit. Respawn nodes or

regenerate resources over time.

  • Per-frame decay unscaled by dt → needs drain at different speeds on different hardware.

Scale by dt.

  • No save / fragile save of a large world → a crash wipes hours. Persist world+base+needs

incrementally; version it (see save-systems).

  • Flat threat curve → no late-game pressure. Escalate via night/season/event tiers.

Composition (build it from these skills)

  • Items/recipes as data: godot-resources / unity-scriptableobjects — items, recipes, tech tree, drop tables.
  • World: procedural-gen for biomes/resource placement; level-design for authored areas.
  • Persistence: save-systems for large-world state, base, inventory, needs, and versioning.
  • Threats: game-ai for creatures; the engine physics skill for melee/collision.
  • Building/placement: godot-tilemap / unity-tilemap-2d (2D) or godot-3d-essentials (3D) plus UI snapping.
  • UI: game-ui-ux for inventory/crafting/HUD layout and scaling; godot-ui-control for the concrete inventory, crafting menu, needs HUD, and build mode.

References

  • For the full needs model and thresholds, the crafting tech-tree graph, gather/respawn tuning,

base-building grids, and threat escalation, read references/needs-and-crafting.md.

Other skills for the same job

different authors, same section of the catalogue
Protocolsio Integration
by christophacham
×4

Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.

16k tokens
Tailored Resume Generator
by frostant
×4

Analyzes job descriptions and generates tailored resumes that highlight relevant experience, skills, and achievements to maximize interview chances

3k tokens
Excalidraw Diagram Generator
by github
vendor ×3

Generate Excalidraw diagrams from natural language descriptions. Use when asked to "create a diagram", "make a flowchart", "visualize a process", "draw a system architecture", "create a mind map", or "generate an Excalidraw file". Supports flowcharts, relationship diagrams, mind maps, and system architecture diagrams. Outputs .excalidraw JSON files that can be opened directly in Excalidraw.

36k tokens scripts
Expo Dev Client
by openai
vendor ×3

Build and distribute Expo development clients locally or via TestFlight

961 tokens
Executing Plans
by ZhanlinCui
×3

Use when you have a written implementation plan to execute in a separate session with review checkpoints

542 tokens
Anndata
by christophacham
×3

Data structure for annotated matrices in single-cell analysis. Use when working with .h5ad files or integrating with the scverse ecosystem. This is the data format skill—for analysis workflows use scanpy; for probabilistic models use scvi-tools; for population-scale queries use cellxgene-census.

16k tokens
Benchling Integration
by christophacham
×3

Benchling R&D platform integration. Access registry (DNA, proteins), inventory, ELN entries, workflows via API, build Benchling Apps, query Data Warehouse, for lab data management automation.

14k tokens
Biopython
by christophacham
×3

Comprehensive molecular biology toolkit. Use for sequence manipulation, file parsing (FASTA/GenBank/PDB), phylogenetics, and programmatic NCBI/PubMed access (Bio.Entrez). Best for batch processing, custom bioinformatics pipelines, BLAST automation. For quick lookups use gget; for multi-service integration use bioservices.

24k tokens

How to use it

Copy the folder

Take gamedev-skills/survival-crafting from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.