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/godot-genre-survival

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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.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-genre-survival

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referencesmigration-notes.md

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Migration notes: godot-genre-survival

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

No skill-relevant breaking changes for this hop.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • Re-test save formats after Object/Array serialization and PackedByteArray storage changes (world/inventory/crafting state).

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • @export_file stores uid:// paths from the Inspector — resolve UIDs in recipe and loot Resource paths.
  • FileAccess.store_* methods return bool success — handle world-save failures explicitly.
  • Curve enforces min_value/max_value — retune hunger/thirst depletion curves.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Resource deep-duplicate and UID export-file changes affect inventory/quest/economy Resource graphs.
  • Resource.duplicate(true) deep-duplicates only internal resources; use duplicate_deep(DEEP_DUPLICATE_ALL) when cloning stacked item definitions.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks (campfire nights, aurora biomes).
  • Scene unique IDs change diffs — migrate save schemas if they keyed on old node identity assumptions.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer.area_mask after opening in 4.7.
  • Re-validate Resource pipelines after packed-array setter and typed-return GDScript changes (crafting recipes, status stacks).

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub17d

    The skill provides a comprehensive set of blueprints and GDScript components for survival game development in Godot 4.7. It covers vitals management, inventory systems, crafting, and procedural world generation using engine best practices like MultiMeshInstance3D and WorkerThreadPool. All external references point to the author's own repositories or official documentation, and no malicious patterns or exfiltration attempts were detected.

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  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    5/5 files flagged

Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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