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Godot Genre Survival

Community
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.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-genre-survival
Stars
727
Forks
43
Bundled files
17
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 17 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Genre Survival AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-genre-survival .claude/skills/godot-genre-survival
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Genre Survival in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Genre Survival on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Genre Survival is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

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.

Related Skills

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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Genre Survival AI skill 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. Use when building open-world survival, crafting-focused, or resource management games. Keywords survival, needs system, crafting, inventory, hunger, resource gathering, base building.

Why use Godot Genre Survival on TypingMind?

Because you install it once and use it with any model. Godot Genre Survival is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Genre Survival in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-genre-survival. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Genre Survival?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Genre Survival?

As many as you like. As long as a model supports skills, you can use Godot Genre Survival with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Genre Survival AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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