beehave

beehave is a skill for Claude Code from jame581/GodotPrompter. It costs 35 tokens per session (2,747 once invoked), scanned A, original, MIT.

A GDScript add-on for Godot that organizes game-agent decisions as behavior trees: connected nodes that choose and run actions. It includes reusable decision nodes, shared data storage, and a visual debugger while the game runs.

In plain words
What is it for?
Use it to build game AI such as movement, combat, or other decision-making agents in Godot. It is intended for GDScript-only projects using Godot 4.1 or newer.
Why use it?
It gives GDScript projects a ready-made way to structure agent behavior without building a behavior-tree system or custom engine. The scene-tree workflow also makes the tree easy to arrange in Godot.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to build game AI such as movement, combat, or other decision-making agents in Godot. It is intended for GDScript-only projects using Godot 4.1 or newer.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/beehave
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 jame581/GodotPrompter --skill beehave
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

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 beehave

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/beehave/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/beehave)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/beehave"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/beehave/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 beehave

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/beehave"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/beehave.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,747 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 $0.00035 $0.02747
Opus 5 $0.00017 $0.01373
Sonnet 5 $0.00007 $0.00549
Haiku 4.5 $0.00003 $0.00275

Measured 9d ago against content hash 4f7a6c537692, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

beehave 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 9d ago.

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/beehave/SKILL.md · 226 lines

How it starts

The opening of the file, as written. The whole thing — 226 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Beehave

Related skills: ai-navigation for the movement leaves drive, state-machine for core-engine FSM, limboai for a heavier C++ BT+HSM alternative, godot-brainstorming for choosing an AI approach.

Addon: Beehave · version v2.9.2 · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design).


1. When to use Beehave

Approach Best for
Core-engine FSM (state-machine skill) Simple agents, < 5 states, no addon
Beehave (GDScript addon) Lightweight BT, GDScript-only projects, fast iteration
LimboAI BT and HSM together, visual editor, C++ performance, C# support (module build)

Choose Beehave when your project is GDScript-only, you want a behavior tree without a custom engine build, and you value a simple node-in-scene-tree authoring workflow. Beehave trees live entirely in the scene tree — every composite, decorator, and leaf is a regular Node child. For a heavier C++/C# solution with HSM integration, use the limboai skill instead. For plain state machines without a BT, use the built-in state-machine skill.

C# note: Beehave has no official C# API (zero .cs files in addons/beehave/). From C# you can call the GDScript API via Godot cross-language interop (GetNode<Node>(...).Call("tick", actor, blackboard)), but Beehave provides no typed C# classes.


2. Install & enable

  1. Godot AssetLib → search "Beehave" → Download → Reload project.
    Or copy the addons/beehave/ folder from the GitHub release into res://addons/beehave/.
  2. Enable the plugin: Project → Project Settings → Plugins → tick Beehave.
    Two autoloads are registered: BeehaveGlobalMetrics and BeehaveGlobalDebugger.
  3. Optional — copy script_templates/ from the addon into the project root for leaf scaffolding templates.

3. Tree composition

Read the full file on GitHub · 226 lines

Files

What ships with it

1 file 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. 9d ago First seen · 226 lines · 35 tokens per session scan A 4f7a6c537692

Subscribe to this mod's changes

beehave is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 27d ago), licensed MIT. It adds 35 tokens to every session and 2,747 once invoked, about $0.0002 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 2026-08-30.