mcpbeat

Godot Genre Survival

thedivergentai/godot-genre-survival

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.

11k tokens
context cost
the whole folder, loaded on every use
17
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
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/thedivergentai/GD-Agentic-Skills --skill godot-genre-survival

The instruction itself

31 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Genre: Survival

Resource scarcity, needs management, and progression through crafting define survival games.

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

| Need | Route |

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

| Item / recipe / durability data | Custom Resource + inventory_slot_resource.gd |

| Bag / stack / weight | inventory_data.gd + modular_inventory_controller.gd — weight caps / drag-drop UI → godot-inventory-system (Do NOT re-teach grid UI here) |

| Hunger / thirst | status_depletion_manager.gd — set sprinting from movement |

| Harvest / open / pickup | interactable.gd |

| Craft | crafting_recipe_processor.gd |

| Base build snap | survival_patterns.gd place_if_empty / GridMap |

| Forest foliage | MultiMesh via populate_nature — never 10k MeshInstance3D |

| Chunk stream | load_world_chunk threaded path in survival_patterns |

| Procedural noise / biomes at scale | generate_noise_chunk_async in survival_patterns — or MANDATORY godot-procedural-generation when terrain exceeds chunk helpers |

| Phase | Peer skills | Purpose |

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

| 1. Data | godot-resource-data-patterns | Item/recipe Resources |

| 2. UI | godot-ui-containers, godot-inventory-system | Grid + drag/drop |

| 3. World | godot-procedural-generation, godot-3d-world-building | Noise, GridMap |

| 4. Logic | godot-signal-architecture, godot-state-machine-advanced | Needs + interaction |

| 5. Save | godot-save-load-systems | World + 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

  • Tedium — Scale gather yield with tool tier.
  • Inventory clutter — Generous stacks + storage sinks.
  • 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)

| Topic | Reference / script |

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

| Needs / crafting / tools | key-mechanics.md + bundled survival scripts |

| Base build grid snap | elite-technical-patterns.md + base_builder.gd |

| Biome / spawn safety | elite-technical-patterns.md + biome_generator.gd |

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-masteryis_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.

How to use it

Copy the folder

Take thedivergentai/godot-genre-survival 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.