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
isequalapprox() 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.loadthreadedrequest() 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.
[survivalpatterns.gd](scripts/survivalpatterns.gd)
MANDATORY first read — Activity-scaled vitals, MultiMesh populate, threaded chunk load, WorkerThreadPool noise chunks (generatenoisechunk_async), GridMap snap/place, Persist collect, deep duplicate(true).
[statusdepletionmanager.gd](scripts/statusdepletionmanager.gd)
MANDATORY for needs — Activity-scaled hunger/thirst in physicsprocess (aligns with NEVER: no constant decay).
[inventorydata.gd](scripts/inventorydata.gd)
Core Resource-based grid inventory: stack limits, metadata, add/remove.
[inventoryslotdata.gd](scripts/inventoryslotdata.gd)
Lightweight UI↔logic slot DTO.
[inventoryslotresource.gd](scripts/inventoryslotresource.gd)
Serializable slot Resource with durability tracking.
[modularinventorycontroller.gd](scripts/modularinventorycontroller.gd)
Controller wiring inventory data to UI signals.
[interactable.gd](scripts/interactable.gd)
Universal harvest / pickup / world-trigger interface.
[craftingrecipeprocessor.gd](scripts/craftingrecipeprocessor.gd)
Ingredient check → consume → grant result (discovery-friendly).
Decision Tree — Survival Systems
| Need |
Route |
| Item / recipe / durability data |
Custom Resource + [inventoryslotresource.gd](scripts/inventoryslotresource.gd) |
| Bag / stack / weight |
[inventorydata.gd](scripts/inventorydata.gd) + [modularinventorycontroller.gd](scripts/modularinventorycontroller.gd) — weight caps / drag-drop UI → godot-inventory-system (Do NOT re-teach grid UI here) |
| Hunger / thirst |
[statusdepletionmanager.gd](scripts/statusdepletionmanager.gd) — set sprinting from movement |
| Harvest / open / pickup |
[interactable.gd](scripts/interactable.gd) |
| Craft |
[craftingrecipeprocessor.gd](scripts/craftingrecipeprocessor.gd) |
| Base build snap |
[survivalpatterns.gd](scripts/survivalpatterns.gd) placeifempty / GridMap |
| Forest foliage |
MultiMesh via populate_nature — never 10k MeshInstance3D |
| Chunk stream |
loadworldchunk threaded path in survival_patterns |
| Procedural noise / biomes at scale |
generatenoisechunkasync in survivalpatterns — 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 decayrate 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](references/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](references/key-mechanics.md) + bundled survival scripts |
| Base build grid snap |
[elite-technical-patterns.md](references/elite-technical-patterns.md) + [basebuilder.gd](scripts/basebuilder.gd) |
| Biome / spawn safety |
[elite-technical-patterns.md](references/elite-technical-patterns.md) + [biomegenerator.gd](scripts/biomegenerator.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 physicsprocess (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.loadthreaded_request() to avoid hitching while exploring.
- Using GridMaps — Base-building snaps and octant-batched structure pieces use
GridMap.localtomap / setcell_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-mastery —
isequalapprox, 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.