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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-game-loop-harvest
Decoupled, data-driven gathering: tool/tier gates, health depletion, yields, respawn, and offline UNIX progress.
| Path | MANDATORY reads |
|---|---|
| Hit / gather | harvestable_node.gd, resource_data.gd, harvest_tool_data.gd |
| Offline / autosave | harvest_loop_patterns.gd, harvest_autosave_manager.gd, harvest_inventory_manager.gd |
| Vein / respawn / world | harvest_respawn_manager.gd + FastNoiseLite vein notes below |
HarvestResourceData / HarvestToolData .tres (tool enum + tier, yield range, optional drop scene).harvestable_node.gd to StaticBody3D; assign data + mesh_to_shake; keep interaction on Layer 1.harvest_respawn_manager.gd as HarvestRespawnManager when world persistence is required.Raycast/interact → apply_hit(tool_data: HarvestToolData):
if collider is HarvestableNode:
collider.apply_hit(player_tool)
| Signal | Payload | Wire 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 |
int._process without delta — framerate-scales economy.OS.get_ticks_msec() for offline progress — use Time.get_unix_time_from_system().HarvestToolData.ToolType / StringName enums (see scripts).duplicate(true) before runtime durability/health mutation.queue_free() before VFX/SFX finish — hide mesh, swap collision layer, free after juice.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.
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.
> 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.
HarvestResourceData / HarvestToolData as shareable .tres assets so designers tune health, yield ranges, and tool gates without editing harvest scripts.duplicate(true) before mutating runtime harvest/tool state so one node’s depletion or durability cannot rewrite the shared template Resource.@export / @export_group power Inspector-authored tool tiers, yield ranges, respawn times, and drop scenes on harvest data Resources.harvested, took_damage, and interaction_failed so inventory, HUD bars, and feedback UI subscribe without coupling to HarvestableNode internals.delta (prefer _physics_process for fixed-step economy ticks) so harvest speed is not framerate-dependent.Time.get_unix_time_from_system() for offline gains; do not use OS.get_ticks_msec() / uptime for real-world absence math.user:// via FileAccess.open so harvest progress survives crashes between manual saves.HarvestRespawnManager as an Autoload so scattered harvestables resolve /root/HarvestRespawnManager for world-scale depletion persistence.harvested / inventory_updated ownership and safe connects keep gather nodes decoupled from HUD and inventory hubs.StaticBody3D layers/masks and shape setup for interactable world props are prerequisites to reliable hit validation.await on create_timer, and Mutex/WorkerThreadPool patterns assume solid GDScript fundamentals.harvested into a real inventory/stacking pipeline instead of leaving counts in a harvest-only dictionary.apply_hit(tool_data).queue_free().A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Take thedivergentai/godot-game-loop-harvest from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.