decay-upkeep

decay-upkeep is a skill for Claude Code, Codex from Bbeierle12/Skill-MCP-Claude. It costs 50 tokens per session (486 once invoked), scanned A, original, MIT.

A system for making survival-game buildings slowly lose health and consume resources to stay protected. It includes Tool Cupboards, which protect nearby structures while their upkeep resources last.

In plain words
What is it for?
Use it to add material-based building decay, Rust-style protection zones, upkeep costs, authorization, damage states, and automatic cleanup to a survival game server.
Why use it?
It removes the need to build decay timers, protection areas, resource draining, and cleanup logic from scratch. It also helps limit abandoned structures that can affect server performance.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to add material-based building decay, Rust-style protection zones, upkeep costs, authorization, damage states, and automatic cleanup to a survival game server.

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Install with agentmods
npx agentmods add skills/bbeierle12/skill-mcp-claude/decay-upkeep
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add Bbeierle12/Skill-MCP-Claude --skill decay-upkeep
Clone the repo
git clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-Claude

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for decay-upkeep

README.md
[![agentmods](https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/decay-upkeep/github.svg)](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/decay-upkeep)
Your own site
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/decay-upkeep"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/decay-upkeep/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for decay-upkeep

Your own site · 80×15
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/decay-upkeep"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/decay-upkeep.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 486 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00050 $0.00486
Opus 5 $0.00025 $0.00243
Sonnet 5 $0.00010 $0.00097
Haiku 4.5 $0.00005 $0.00049

Measured 10d ago against content hash 8e94abaab3df, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

decay-upkeep scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

The scan reads SKILL.md. This mod also ships 4 executable files (scripts/cleanup-scheduler.js, scripts/decay-manager.js, scripts/tool-cupboard.js, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/decay-upkeep/SKILL.md · 60 lines

What it actually says

Decay & Upkeep

Timer-based building decay and resource-based upkeep for survival games.

Quick Start

import { DecayManager } from './scripts/decay-manager.js';
import { UpkeepSystem } from './scripts/upkeep-system.js';
import { ToolCupboard } from './scripts/tool-cupboard.js';

// Decay without protection
const decay = new DecayManager({ 
  mode: 'rust',
  decayMultiplier: 1.0 
});
decay.addPiece(piece);
decay.tick(deltaTime); // Called every frame/tick

// Tool Cupboard protection
const tc = new ToolCupboard({
  radius: 30,
  upkeepCost: { wood: 100, stone: 50 }
});
tc.setPosition(position);
tc.depositResources({ wood: 500, stone: 250 });
// Protected pieces won't decay while upkeep is paid

Reference

See references/decay-upkeep-advanced.md for:

  • Decay rate formulas by material
  • Tool Cupboard mechanics (Rust pattern)
  • Upkeep scaling with base size
  • Server performance benefits
  • Anti-raid delay mechanics

Scripts

  • scripts/decay-manager.js - Tick-based decay, material rates, damage states
  • scripts/upkeep-system.js - Resource drain, calculation, UI data
  • scripts/tool-cupboard.js - Protection radius, authorization, resource storage
  • scripts/cleanup-scheduler.js - Server-side cleanup of abandoned structures

Decay Modes

  • Rust: Linear decay over 8-24 hours (material dependent), prevented by Tool Cupboard
  • ARK: Slower decay (days to weeks), tribe-based protection
  • Minecraft: No decay (creative/survival), optional via mods

Design Philosophy

Decay serves dual purposes in survival games: gameplay balance (prevents infinite hoarding) and server performance (removes abandoned bases). The Tool Cupboard pattern elegantly ties both together—players must actively maintain bases, and inactive players' structures automatically clean up.

Files

What ships with it

6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 60 lines · 50 tokens per session scan A 8e94abaab3df

Subscribe to this mod's changes

decay-upkeep is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed yesterday), licensed MIT. It adds 50 tokens to every session and 486 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.