dreamlight-valley

Cooking, gathering, and inventory management for Dreamlight Valley.

Games Implementation Tested Live preview Node

Install this skill View source Preview skill interface

How to use it #

Once installed, this skill activates automatically when your prompt matches one of its triggers.

Try saying

  • /cook <flags> <ingredients>
  • /restock <flags>
  • /recipe <dish name>
  • any request related to the video game Dreamlight Valley

Install #

Pick the card for your agent harness. The skill payload is identical everywhere — no Claude-specific wiring.

Claude Agent SDK

Vendor with npx

Drop any skill into your agent's SKILL.md directory. No Claude-specific wiring.

npx @allons-y/agent-skills dreamlight-valley --dir ~/.claude/skills

Cursor

Vendor with npx

Cursor reads skill folders from your project. Vendor the skill, then point Cursor at it.

npx @allons-y/agent-skills dreamlight-valley --dir .cursor/skills

Any other harness

Pick your own directory

Aider, OpenCode, or anything that reads SKILL.md directories. Choose your target folder.

npx @allons-y/agent-skills --list
npx @allons-y/agent-skills dreamlight-valley --dir <your-skills-dir>

This skill ships a Node.js implementation — run npm install in the vendored directory once.

Full skill instructions #

This is the SKILL.md the agent reads when the skill activates. View the source on GitHub.

Dreamlight Valley Cooking, Gathering, and Inventory Management

This skill has several modes. Pick the matching mode, then read its reference file for the full procedure — don’t execute from memory.

Mode Trigger Procedure
Identify a dish → return ingredients /recipe <dish name>, recipe-card or cookbook screenshot, “what’s in <dish>” references/identify.md
Recommend what to cook from on-hand ingredients /cook <flags> <ingredients> (flags: --energy / --profit / --floor N), “what should I cook”, “most profitable”, “best energy” references/recommend.md
Stock-check — gather list from storage /restock <flags> (flags: --floor N / --category name) with a storage screenshot, “what should I gather”, “restock” references/stock-check.md

When the user’s intent is ambiguous, ask one short routing question rather than guessing.

Bundled data

  • references/recipes.json — 472 recipes. Each: name, course (appetizer/entree/dessert), star_rating, energy, sale_price, ingredients. An ingredient slot is either fixed ({"name": "..."}) or a category slot ({"name": "spice", "category": true}) accepting any ingredient of that category. Category slots are the single most important nuance in DDV cooking.
  • references/gatherables.json — master catalog under categories:
    • ingredients (188) — name, category (vegetable, fruit, grain, spice, sweets, seafood, dairy, meat, ice, fish), method (gardening/foraging/fishing/purchase), energy, sale_price, locations. Fish live here with category: "fish" — recipes with a fish category slot resolve to these.
    • flowers (86) — name, sale_price, locations, optional availability (abundant/average/rare/ultra-rare; event/seasonal flowers intentionally omit it).
    • collectables (62) — name, method (string or array, e.g. Bones is ["digging","fishing"]), locations, optional event.
    • gems (50) — name, locations, optional sale_price. Locations include biome + sub-area (e.g. "Glittering Dunes (The Wastes)"). "All Biomes" is valid (Stone, Coal Ore). Shop-source values like "Kristoff's Stall" mean the item is purchasable there.
  • references/categories.md — what each cooking category slot accepts.
  • references/icon-cues.md — reading storage screenshots and disambiguating icons (two-pass read, 99-skip, gem regular/shiny, color-family pitfalls, event-item floor convention, crafted-not-gathered exclusions).
  • references/sprites/*.png — labeled canonical art:
    • 13 per-category gatherable sheets (gems.png, flowers.png, collectables.png, plus one ingredients-<category>.png per cooking category)
    • one full-catalog recipes.png (472 dishes, 1056×9734 px) All use the same 8-column alphabetical grid with captions. Open the matching sheet to confirm a thumbnail by eye.
  • references/sprite-coords.json — companion index mapping every gatherable item AND every recipe to its (sheet, row, col, x, y, w, h) plus the shared grid layout. Use it to jump straight to a known item/recipe’s icon without scanning the whole sheet, and to verify whether a name exists in the catalog. Regenerated by yarn workspace @allons-y/skill-dreamlight-valley build:sprites.

Do not recite this data from memory — read the files. The bundled data is authoritative; your memory isn’t.

Configuration

This skill is for a single player’s saved game, so the config is a small plain-text file the user edits by hand. Check these paths in order and use the first one that exists:

  1. ./dreamlight-valley.md
  2. ~/.config/dreamlight-valley.md

config.example.md (next to this SKILL.md) is the starter. Read the file at the start of each mode and interpret it generously — it’s prose, not JSON. Users can express: floor (single or per-category), /cook objective, top-N recipe count, secondary-payout callout, extra fields shown by /recipe, and /restock toggles. Command-line flags from the user always win over the config. No config file present → use built-in defaults silently (don’t mention the config unless asked).

What this skill does NOT do

  • Track which expansion a recipe belongs to (the field was removed). If the user wants an expansion-specific list, fall back to filtering by ingredient origin where reasonable, or say it’s unsupported.
  • Account for the “Well Fed” bonus, seasonal modifiers, or Goofy’s-stall price fluctuations — sale_price is the standard base sell value.
  • Guess item locations. A handful of fish/seafood ingredients and event critters have empty locations arrays — say so rather than fabricating one.

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