agentleFS
jammyfujammyfu/open-game-skills/skills/disciplines/crafting-loop/SKILL.md

crafting-loop

Skill12 starsChanged 22 days agoMITView on GitHub

Use when recipes, stations, fusion, cooking, schematics, or material transforms can consume the wrong inputs, grant twice, overflow inventory, hide requirements, or duplicate another progression system.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Every recipe has a stable recipe ID, version/schema, required input definitions/quantities, optional context requirements and declared …

    line 24
  2. Distinctive:

    create/update outputs exactly once.

    line 29
  3. Distinctive:

    commit a stable transaction ID so retry/duplicate callbacks are idempotent.

    line 31
  4. Distinctive:

    Test exact resources, one-missing input, full inventory, duplicate submit/callback, interruption between consume/output, save/reload of a …

    line 39

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Crafting Loop

This skill owns recipe identity and the atomic transform from validated inputs to outputs. inventory-economy owns containment/overflow, equipment-progression owns gear progression state, and durability-economy owns wear/repair condition.

Modes

ModeTransform context
hand-craftdirect recipe transform without a required station
station-craftrecipe additionally requires an authored station/context
fuse-twoauthored input instances transform into an output
cook-buffingredients transform into a consumable/timed result
schematic-unlockrecipe availability depends on an authored unlock

Gathering, vendors, discovery and experimentation may support crafting, but none is universally required. A quest-specific recipe is valid when intentionally authored and recoverable.

Recipe and transaction contract

Every recipe has a stable recipe ID, version/schema, required input definitions/quantities, optional context requirements and declared output(s). Localized names are presentation, not save identity.

Craft execution is one transaction:

  1. validate recipe/version/context and all inputs;
  2. reserve or atomically consume inputs;
  3. create/update outputs exactly once;
  4. hand outputs to inventory-economy using its overflow policy;
  5. commit a stable transaction ID so retry/duplicate callbacks are idempotent.

On failure or interruption, either nothing commits or a documented resumable state is restored. Never silently consume inputs with no output/evidence.

Craft duration, queueing, walk-away behavior and station UI are project choices. Long-running jobs need inspectable state if they persist across scene/session boundaries.

Acceptance

Test exact resources, one-missing input, full inventory, duplicate submit/callback, interruption between consume/output, save/reload of a persistent job and recipe migration. Resource totals reconcile and one transaction ID produces at most one committed transform.

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