godot-game-loop-harvest

Implement data-driven harvesting mechanics with tool validation and persistence in Godot 4.

Updated Aug 8, 2026
One-click install
npx skills add https://github.com/kimgea/agent-kit --skill godot-game-loop-harvest-kimgea
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-game-loop-harvest
Source: https://github.com/kimgea/agent-kit/tree/main/skills/godot-game-loop-harvest
Command: npx skills add https://github.com/kimgea/agent-kit --skill godot-game-loop-harvest-kimgea

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

Data-driven resource harvesting system for Godot 4 addresses the complexity of implementing gathering mechanics with proper tool validation, health depletion, item spawning, and persistence.

Core Features & Use Cases

  • Data-driven validation of tools and tiers for harvesting.
  • Health-based depletion and randomized yield with respawn.
  • Use Case: Implement mining, logging, and foraging in Godot 4 with persistent world state.

Quick Start

Configure a harvestable resource with a required tool type and tier, attach its data to a harvestable node, and enable the respawn manager.

Frequently Asked Questions about godot-game-loop-harvest

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement data-driven harvesting mechanics in Godot 4?

Data-driven harvesting in Godot 4 is implemented by configuring resource data with required tool types and tiers, attaching it to harvestable nodes, and enabling a respawn manager to handle health depletion and randomized yields.

Can I validate tool tiers for mining and logging in Godot 4?

Tool validation for mining and logging in Godot 4 is supported through data-driven resource definitions that gate harvesting actions by specific tool types and tier levels before allowing health depletion.

How does resource respawn work in a persistent Godot game world?

Resource respawn in a persistent Godot world works by tracking health-based depletion and randomized item drops, managed by a dedicated RespawnManager interface to maintain world state across sessions.

What is the best way to structure inventory drops from harvested nodes?

Structuring inventory drops is handled by the HarvestableNode and InventoryManager interfaces, which process randomized yield generation and item spawning once the resource health reaches zero.

Does this Godot harvesting system support foraging and mining workflows?

The harvesting system supports foraging and mining workflows by applying data-driven validation, health tracking, and respawn mechanics to any resource node configured with the required tool data.

What interfaces do I need to define for a Godot 4 gathering system?

A Godot 4 gathering system requires defining interfaces for ResourceData, HarvestableNode, RespawnManager, and InventoryManager to properly handle tool validation, health depletion, drops, and persistence.