Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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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.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
is_equal_approx() or <= to prevent 0.0 precision misses.MeshInstance3D nodes for foliage; strictly use MultiMeshInstance3D for batched draw calls.ResourceLoader.load_threaded_request() to prevent hitches.ConfigFile or JSON for easy balancing and modding.MANDATORY: Prefer these scripts over inline stubs. Do not paste
passarchitectures into scenes.
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).
MANDATORY for needs — Activity-scaled hunger/thirst in _physics_process (aligns with NEVER: no constant decay).
Core Resource-based grid inventory: stack limits, metadata, add/remove.
Lightweight UI↔logic slot DTO.
Serializable slot Resource with durability tracking.
Controller wiring inventory data to UI signals.
Universal harvest / pickup / world-trigger interface.
Ingredient check → consume → grant result (discovery-friendly).
| 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 |
Wire movement → StatusDepletionManager.sprinting. Empty vitals → gradual HP drain + warnings (never instant death). See script — do not reintroduce constant decay_rate in _process.
Stone Axe 1 yield / Steel Axe 5 yield / proximity Auto-Saw — encode as item Resource metadata, not hardcoded harvest scripts.
Re-roll spawn points outside bed/player_beds radius before enabling threat spawners.
TileMap APIs.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.
| 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 |
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.
delta in _physics_process (or _process) so vital drain stays frame-rate independent.ResourceLoader.load_threaded_request() to avoid hitching while exploring.GridMap.local_to_map / set_cell_item.is_equal_approx, Resource duplicate(true), and delta-scaled timers are foundational before vital and inventory logic.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
The English summary is being prepared. Showing the original description.