ai-behavior-trees-util…
Engine-neutral behavior tree and utility AI code for NPCs in any language: Blackboard, reactive composites, decorators and…
Designs survival-crafting loops in any engine: gathering, recipes and tech trees, carry weight, spoilage, hunger and temperature, and base building. Use for a Minecraft-, Valheim- or Don't Starve-like, or crafting that eats materials or needs that feel like chores. Not for RPG
Claude Code
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting --agent claude-code
Codex
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a codex -y
Cursor
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a cursor -y
Gemini CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a gemini-cli -y
GitHub Copilot
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a github-copilot -y
OpenCode
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a opencode -y
Windsurf
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill survival-crafting -a windsurf -y
name: survival-crafting description: > Designs survival-crafting loops in any engine: gathering, recipes and tech trees, carry weight, spoilage, hunger and temperature, and base building. Use for a Minecraft-, Valheim- or Don't Starve-like, or crafting that eats materials or needs that feel like chores. Not for RPG equipment stats (`rpg`), terrain generation (`procedural-gen`) or save files (`save-systems`).
Owns the gather, craft, build and survive loop and the pressure systems around it: needs, scarcity, logistics and escalating threats. Each tier of tools must open the next tier of resources; when that ladder breaks, the game turns into chores.
against rising threats: survival sandbox, crafting game, colony or base builder.
**When not to use:** weapon and armour stat systems, rarity and affixes (`rpg`); world and biome generation (`procedural-gen`); save file format and migration (`save-systems`).
1. **Choose the needs model with the user** (it sets the tone):
1 HP every 4 s, stopping at 10 HP on Easy and 1 HP on Normal, and it can kill on Hard.
adding max health and stamina for about 10-50 minutes; nobody starves. Better for co-op and building-focused games. 2. **Set the clock.** Pick day length (Minecraft: 20 minutes, 10 of them full day) and size needs to it: a full hunger bar lasts about 1-2 days of normal activity, thirst drains about 1.5-2x faster than hunger, warnings appear at 25-30%, and activity (sprint, cold, carrying weight) speeds the drain. 3. **Draw the progression ladder** as a graph: resource tier → tool → new node type → station → next resource tier. Each step needs one new trip outward from the base. 4. **Define recipes as data** with a station and tech requirement (Pattern 1), and choose how they are discovered: show a recipe once the player has picked up one of its ingredients, so the menu teaches the next goal without a wiki. 5. **Set logistics limits:** slots with stack sizes (Minecraft stacks most items to 64), or weight (Valheim starts at 300). Storage and crafting from nearby chests relieve them at base. 6. **Pace threats by progress** (bosses killed, tech tier, base size), not by wall-clock time alone, and telegraph big raids at least a day ahead. 7. **Check it.** Write and run these as tests and report the results:
graph, and no recipe needs its own output (or a later tier) to be made;
against the day length;
Track freshness per stack (`0..1`, merged as a count-weighted average) and apply tiers. Don't Starve's tiers are a tested reference: fresh (50-100%) gives full value; stale (20-50%) gives 2/3 of the hunger, 1/3 of the health and no sanity; spoiled (under 20%) gives 1/2 the hunger, no health and costs 10 sanity, then the item rots. Cooking halves the spoilage so far. Cold storage slows the clock. Show the tier on the icon.
# Pseudocode. Validate everything, then consume and add as one step.
recipe = {"id": "stone_axe", "inputs": {"wood": 3, "stone": 2}, "output": ("stone_axe", 1),
"station": "workbench", "tech": "basic_tools"}
def craft(recipe, inv, tech, station):
if recipe["tech"] and recipe["tech"] not in tech: return "locked"
if recipe["station"] and recipe["station"] != station: return "needs " + recipe["station"]
if any(inv.count(i) < n for i, n in recipe["inputs"].items()): return "missing materials"
if not inv.fits_after_removing(recipe["inputs"], *recipe["output"]):
return "no room" # count slots the inputs free up
for item, n in recipe["inputs"].items():
inv.remove(item, n)
inv.add(*recipe["output"])
return "ok"exception between the two steps. Check space including freed slots first (Pattern 1); if "drop on the ground" is the rule, do it inside the same step.
meal variety that rewards effort, or the buff model.
far away, and keep rare nodes scarce near base so exploration stays the answer.
from nearby containers and a deposit-all action.
resource must be visible or hinted before the player needs it.
taking the newest. Merge by count-weighted average.
render frames. Tick needs on the game clock.
and structures incrementally, autosave on sleep or day
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