What problem does it solve? Building a resource gathering loop (mining, logging, foraging) in Godot 4 involves many subtle pitfalls: framerate-dependent gather rates, broken offline progress math, mutated shared Resources, and lost world state on reload. This Skill provides a complete, data-driven architecture for harvestable nodes, tool validation, respawn persistence, and autosave so these systems work correctly from the start. ## Core Features & Use Cases - Hit and gather pipeline: apply_hit(tool_data) on HarvestableNode validates tool type and tier via HarvestToolData enums, emits harvested, took_damage, and interaction_failed signals for decoupled inventory and HUD wiring. - World persistence and offline progress: harvest_respawn_manager.gd autoload tracks depleted node IDs, while UNIX timestamps via Time.get_unix_time_from_system() power offline gains and interval autosave to user://. - Procedural veins and durability: FastNoiseLite threshold spawning for organic ore clusters, plus tool durability stored on duplicated Resource data with break signals. - Use Case: Add a mineable copper vein to a survival game: author HarvestResourceData and HarvestToolData .tres files, attach harvestable_node.gd to a StaticBody3D, and connect the harvested signal to your inventory manager. ## Quick Start Ask the AI to implement a harvestable tree node in Godot 4 using this skill, with tool tier validation, shake feedback, and respawn persistence through the HarvestRespawnManager autoload.