# huginhelm Godot 4 starter kits – full details > Godot 4.7 starter kits / templates. Lite = free MIT on GitHub, Pro = paid commercial EULA on itch.io (EUR). # Factory Core – Godot 4 factory / automation starter kit / template URL: https://openclawaimac.github.io/factory-core/ Lite (free, MIT, 65 tests): https://github.com/openclawaimac/godot-factory-core-lite Pro (€16.00 EUR, commercial per-seat EULA, 249 tests): https://huginhelm.itch.io/factory-core Engine: Godot 4.7 (tested 4.7.2), typed GDScript, version 0.5.0. Run tests: `bash tools/run_tests.sh`. Deterministic, headless-tested belts, machines and power for your Godot 4 automation game. ## Features (Pro) - Flow-graph belt simulation with gap-based belt lines (no per-item physics); two-lane belts with side-loading and underground tunnels - Machines with input/output buffers and recipes, Mk1–Mk3 tiers (speed/power per mille), recipe switching - Splitters with filter and fair mergers - Power grid with generators and brownout - Throughput stats and a heuristic bottleneck finder with colour overlay (idle/working/starved/blocked/no power) - Deterministic fixed tick – `FactorySim.step(n)` runs fully headless - Grid build mode: data-driven hotbar, ghost preview (valid/invalid), rotation, drag-placed belt lines with auto-connect, removal with refund and cost hooks - Undo/redo (restores items of removed nodes), blueprints: capture, rotate, paste, serialize - Items, recipes and buildables as Resources or loaded from JSON, with `FactoryDB.validate()` - JSON save/load with migrations - Camera pan/zoom and a 120x80 demo map with iron/copper ore fields (drills need ore) - JSON build scripts for starter layouts; reskin via `skin.json` + PNGs - Demo chain: ore → plates → gears, wire → circuits → motors (8 items, 6 recipes, 15 buildables) ## Not included - 1x1 buildables only; no inserters/arms, fluids, trains, robots or logic network - One power network per sim; no poles, fuel or accumulators - Bottleneck finder is a heuristic, not full flow analysis - Tested headless on Godot 4.7.2 (plus scripted headless-Chrome run of the web build); real browsers/devices not tested ## Lite vs Pro | Feature | Lite (MIT) | Pro (EULA) | |---|---|---| | Data-driven items/recipes/buildables (Resources or JSON) | ✅ | ✅ | | Deterministic headless sim, throughput stats | ✅ | ✅ | | Two-lane belts with side-loading, backpressure | ✅ | ✅ | | Source, sink, machines (recipes, buffers) | ✅ Mk1 | ✅ Mk1–Mk3 tiers, recipe switching | | Splitter and fair merger | ✅ | ✅ + filter splitter | | Underground tunnels | – | ✅ | | Power grid, generators, brownout | – | ✅ | | Bottleneck finder + colour overlay | – | ✅ | | JSON save/load | ✅ basic | ✅ + versioned migrations | | Grid build mode: ghost, drag belts, auto-connect, refund, hotbar | – | ✅ | | Undo/redo, blueprints | – | ✅ | | Playable demo game, camera, ore map, inspector | Minimal debug scene | ✅ | | Pixel art, sfx, music (CC0) | – | ✅ | | Headless tests | Lite subset | ✅ 249 checks | | Web export preset, build scripts, reskin | – | ✅ | | Licence | MIT | Commercial EULA (per seat) | Assets: Original 16x16 pixel art (generated by included script), Kenney CC0 sfx, two CC0 music tracks from OpenGameArt. # Godot Survival Core – Godot 4 survival crafting starter kit / template URL: https://openclawaimac.github.io/godot-survival-core/ Lite (free, MIT, 48 tests): https://github.com/openclawaimac/godot-survival-core-lite Pro (€12.00 EUR, commercial per-seat EULA, 144 tests): https://huginhelm.itch.io/godot-survival-core Engine: Godot 4.7 (tested 4.7.2), typed GDScript, version 0.4.0. Run tests: `bash tools/run_tests.sh`. Needs, gathering, inventory, crafting, base building and versioned saves – typed, tested, ready to extend. ## Features (Pro) - SurvivalStats: hunger/thirst drain, starvation damage, regeneration, `died` signal - DayNightClock: time of day, phases, `day_started`, `light_level()`; demo day/night tint and music crossfade - Inventory with slot and stack limits, atomic `remove_all`, `set_count`, `take_all` - RecipeBook: data-driven recipes with optional crafting-station tag - BaseBuilder + StructureDef: grid placement with "near X" rules, storage containers, crafting stations, `craft_near` - Gatherable resource nodes with hits, depletion and respawn - SaveGame: versioned JSON save, migration hooks, atomic write; WorldNodes makes spawned children savable - Pure-logic systems with manual `tick`/`advance` – everything testable headless - Playable demo: top-down movement with collision, 4-direction walk animation, HUD need bars, inventory grid, crafting panel, chest UI, mouse placement with green/red ghost - All demo content (items, recipes, structures, resource nodes, sounds, needs) is data in `content.json` ## Not included - No combat, enemies or night raids - No temperature, tool durability, farming or tech tree - 1-cell structures, no rotation; removal does not refund - No multiplayer; saves are plain JSON - Tested headless on Godot 4.7.2 (plus scripted headless-Chrome run of the web export); real browsers/devices not tested ## Lite vs Pro | Feature | Lite (MIT) | Pro (EULA) | |---|---|---| | SurvivalStats: hunger/thirst, starvation, regen | ✅ | ✅ | | DayNightClock | ✅ | ✅ + demo light tint and music crossfade | | Inventory (slots, stacks) | ✅ | ✅ | | RecipeBook (data-driven crafting) | ✅ hand crafting | ✅ + crafting stations | | Gatherable resource nodes | ✅ | ✅ | | BuildGrid + BaseBuilder (near-X rules, storage, stations) | – | ✅ | | SaveGame (versioned JSON, migrations) + WorldNodes | – | ✅ | | Content data (content.json) | Small sample | ✅ full set | | Playable demo: controller, HUD, inventory grid, crafting & chest UI, placement ghost | Minimal example scene | ✅ | | Art + music (Ninja Adventure, Kenney – CC0) | – | ✅ | | Headless tests | Lite subset | ✅ 144 checks | | Licence | MIT | Commercial EULA (per seat) | Assets: Ninja Adventure by Pixel-boy & AAA (most art + music) and Kenney (sfx, icons) – all CC0. # Godot Tower Defense Core – Godot 4 tower defense starter kit / template URL: https://openclawaimac.github.io/godot-tower-defense-core/ Lite (free, MIT, 54 tests): https://github.com/openclawaimac/godot-tower-defense-core-lite Pro (€6.00 EUR, commercial per-seat EULA, 128 tests): https://huginhelm.itch.io/godot-tower-defense-core Engine: Godot 4.7 (tested 4.7.2), typed GDScript, version 0.3.0. Run tests: `bash tools/run_tests.sh`. Data-driven towers, enemies and waves with upgrades, targeting and flyers – typed, headless-tested, ready to reskin. ## Features (Pro) - TDContent: towers, enemies, waves and the map in one JSON file, with `validate()` - TDMap: cell grid with path / blocked / buildable cells, world ↔ cell conversion, validation - TDEnemy: follows a polyline path; hp, speed, armor (flat reduction), slow, bounty, leak damage, flying flag - TDTower: hitscan towers with FIRST / LAST / STRONGEST / CLOSEST targeting, splash, slow, air/ground filter, DPS readout - Data-driven upgrade levels and sell refund (70% of gold spent) - TDWaveSpawner: data-driven waves with per-wave HP scaling, wave-clear bonus, next-wave preview, placement rules, sell, win/lose signals - TDEconomy: gold, lives and a `defeated` signal - Headless-friendly: `auto_tick = false` + `advance(delta)` drives the whole game from tests - Playable demo: 4 towers, 6 enemy types (incl. flyers and a boss), 12 waves; build bar, hover/upgrade panel with targeting toggle, wave preview, win/lose screen - Demo juice: recoil, muzzle flash, explosions, floating numbers; camera pan/zoom; 1x/2x/3x speed, pause, mute - Kenney CC0 sprites, sfx and jingles, "Battle Theme A" (CC0) music; HTML5 web demo ## Not included - One fixed path per map (no maze building / pathfinding); single map in the demo - Hitscan towers – no projectile physics - No save/load, meta-progression, hero units or abilities - No multiplayer - Tested headless on Godot 4.7.2 (plus scripted headless-Chrome run of the web export); real browsers/devices not tested ## Lite vs Pro | Feature | Lite (MIT) | Pro (EULA) | |---|---|---| | Core scripts: TDContent, TDMap, TDEnemy, TDTower, TDWaveSpawner, TDEconomy | ✅ same 6 scripts | ✅ | | Targeting modes, splash, slow, air/ground, armor, flyers, upgrade levels, sell refund | ✅ | ✅ | | JSON content (towers, enemies, waves, map) | Small sample: 2 towers, 2 enemies, 3 waves | ✅ 4 towers, 6 enemies, 12 waves | | Playable demo | Minimal demo (build, sell, next wave) | ✅ full demo: HUD build bar, hover/upgrade panel, wave preview, win/lose screen | | Camera pan/zoom, game speed, pause, mute | – | ✅ | | Juice: recoil, muzzle flash, explosions, floating numbers | – | ✅ | | Sprites (Kenney CC0) | ✅ | ✅ | | Sound effects, jingles, music (CC0) | – | ✅ | | Headless tests | ✅ 54 checks | ✅ 128 checks | | Web export preset, capture tooling, AGENTS.md / llms.txt, design notes | – | ✅ | | Licence | MIT | Commercial EULA (per seat) | Assets: Kenney Tower Defense (top-down) sprites, Kenney sfx/jingles/fonts, "Battle Theme A" by cynicmusic – all CC0. # Godot RTS Advanced – Godot 4 3D real-time strategy (RTS) starter kit / template URL: https://openclawaimac.github.io/godot-rts-advanced/ Lite (free, MIT, 114 tests): https://github.com/openclawaimac/godot-rts-advanced-lite Pro (€19.00 EUR, commercial per-seat EULA, 356 tests): https://huginhelm.itch.io/godot-rts-advanced Engine: Godot 4.7 (tested 4.7.2), typed GDScript, version 0.3.0. Run tests: `bash tools/run_tests.sh`. Terrain, cover, fog of war, construction, harvesting and an AI opponent – a typed, headless-tested 3D RTS framework with a playable skirmish. ## Features (Pro) - Selection: drag box with live unit count, click, shift-add, ctrl-toggle, control groups, type counts - Orders and formations: box and line slots facing the direction of travel, crossing-free slot assignment, per-unit reserved destinations so groups never pile up - Terrain with plateaus, ramps and cliffs: height, normals, line of sight, render mesh with cliff walls - Cliff-aware A* pathfinding with slope cost, building footprints, crowd cost and an occupancy grid - Combat: weapons with damage, penetration, accuracy, range and interval; directional light/heavy cover, height advantage, front/side/rear armour, suppression meter; seeded RNG - Production: many producers per team, unit requirements, population cap, pause/repeat, rally points, refund when a producer dies; squad templates built from a selection - Harvesting: resource fields with depletion/regrowth and worker slots, gather → carry → unload cycle - Construction: placement preview and checks (flat ground, occupancy, build radius), paid build sites, cancel/sell refunds, team power with low-power slowdown - Fog of war per team (unexplored / explored / visible), height-aware sight, shared vision - AI opponent with Easy/Normal/Hard, build order, army mix and attack/retreat – acts only through the player systems (no map hacks) - Save/load: versioned JSON snapshot with checksum, tamper and version checks; minimap with fog, markers, click to jump and right-click to command - Camera, key rebinding with conflict check, localization with live language switch (en/fr) - Playable skirmish demo: 5 unit types, 6 buildings, full HUD and minimap; unit and building catalogs are data, so new unit types need no code ## Not included - One skirmish map and one AI opponent in the demo; no campaign or map editor - No multiplayer / networking - Compatibility renderer: no real-time shadows in the demo (blob shadows and baked AO instead); switch to Forward+ for real shadows - Tested headless on Godot 4.7.2 (plus scripted headless-Chrome run of the web export); real browsers/devices not tested ## Lite vs Pro | Feature | Lite (MIT) | Pro (EULA) | |---|---|---| | Core: teams, selection box, control groups, orders, formations, grid A*, units, production queue, resources, camera, key rebinding, localization | ✅ same core scripts | ✅ | | Terrain heights: plateaus, ramps, cliffs, line of sight | – | ✅ | | Cliff-aware pathfinding with occupancy and reserved group destinations | Flat grid A* | ✅ | | Combat: cover, facing armour, suppression, weapons | Basic attack (range, cooldown) | ✅ | | Multi-producer production, population cap, squad templates | Single queue per producer | ✅ | | Harvesting (fields, workers, drop-offs) | Capturable income points | ✅ + income points | | Construction with placement preview, power | – | ✅ | | Fog of war, minimap | – | ✅ | | AI opponent (3 difficulties) | – | ✅ | | Save/load (versioned, checksum) | – | ✅ | | Playable demo | Primitive-shape demo (select, move, produce units, capture) | ✅ full 3D skirmish vs AI with HUD | | 3D models, UI, sfx, music (CC0) + original buildings | – (primitive meshes) | ✅ | | Headless tests | ✅ 114 checks | ✅ 356 checks | | Web export preset, capture/icon/building tools | – | ✅ | | Licence | MIT | Commercial EULA (per seat) | Assets: Kenney Space Kit models, UI Pack: Space Expansion, fonts and sci-fi/interface sounds (CC0), two CC0 music loops by congusbongus, plus original generated 3D buildings. # Godot Destruction Core – Godot 4 2D destruction, collapse & chain reaction kit URL: https://openclawaimac.github.io/godot-destruction-core/ Lite (free, MIT, 82 tests): https://github.com/openclawaimac/godot-destruction-core-lite Pro (€16.00 EUR, commercial per-seat EULA, 142 tests): https://huginhelm.itch.io/godot-destruction-core Engine: Godot 4.6+ (tested 4.7.2), typed GDScript, version 0.2.2. Run tests: `bash tools/run_tests.sh`. ## Features - Destructible cell terrain: integer hit points, resistances, anchors, rubble; circle, rect, line and cell damage with falloff - Structural collapse with a resumable support check (no size cap), falling pieces, rubble and crush damage - DKStress (Pro): load-based shear and crush failure, budgeted sweeps, analysis-only heat map - DKChainReactor (Pro): fuses, merging, per-tick budget, runaway caps, barrels/triggers, explosive materials, one hitstop per chain - DKFire (Pro): deterministic spread, burn-out to ash/charcoal, burnt supports collapse, flames ride falling pieces and light barrels - DKMaskAdapter (Pro): alpha/palette images to terrain, mask carve stamps, grid to image - Debug overlays (Pro): chain graph, stress heat map, "why did this fall?" inspector, frame-budget HUD - DKCommandLog (Pro): record and replay to an identical hash with checkpoints, save/load - Per-player credit for every blast, collapse, chain and fire; SHA-256 state digest, snapshot/restore - Pure typed GDScript, no GDExtension; web builds of both demos with pixel-art smoke, fire and shock-ring effects ## Not included - Cell-based, not per-pixel or rigid-body fracture; pieces do not collide in the air - No networking - Tested headless on Godot 4.7.2 and 4.6 and in headless Chrome; real browsers/devices not tested ## Lite vs Pro | Feature | Lite (MIT) | Pro (EULA) | |---|---|---| | Cell grid, materials (integer hp, resistances, anchors, rubble), damage shapes with falloff | ✅ | ✅ | | Single detonations, budgeted scheduler, signals | ✅ | ✅ | | Determinism: integer state, SHA-256 digest, snapshot/restore, per-player instigator credit | ✅ | ✅ | | Structural collapse: resumable support check (no size cap), falling pieces, rubble, crush damage | ✅ | ✅ | | Debris pool, basic feel (shake, once-per-chain hitstop, reduced motion) | ✅ | ✅ | | TileMapLayer renderer, per-chunk merged collision | ✅ | ✅ | | Demo UI kit: own pixel font, styled HUD, comic callouts (MIT) | ✅ | ✅ | | Chain reactions (`DKChainReactor`): fuses, merging, per-tick budget, runaway caps, barrels/triggers, explosive materials | – | ✅ | | Fire (`DKFire`): deterministic spread, burn-out to ash/charcoal, burnt supports collapse, flames light barrels | – | ✅ | | Load-based stress (`DKStress`): shear and crush failure, budgeted sweeps, analysis-only heat map | – | ✅ | | Image/mask import (`DKMaskAdapter`): alpha or palette images to the grid, mask carve stamps, grid to image | – | ✅ | | Debug overlays: chain graph, stress heat map, "why did this fall?" inspector, frame-budget HUD | – | ✅ | | Command log and replay (`DKCommandLog`): record, replay to an identical hash, checkpoints, save/load | – | ✅ | | Demos | "Collapse" (2 local players) | + "Fire Sale" run-and-gun demo (O = debug overlays) | | Web builds (HTML5 export presets) | Collapse | + Fire Sale | | Headless tests | 82 | 142 (82 Lite + 60 Pro) | | Licence | MIT | Commercial per-seat EULA |