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Claude Skills by claude-dev-suite
github.com/claude-dev-suite740 skills14 installs1,174 views
- VueVue 3 with Composition API. Covers reactivity, composables, lifecycle hooks, and component patterns. USE WHEN: user mentions "Vue", "Composition API", "composables", "ref", "reactive", "v-model", "v-if", "v-for", asks about "Vue 3 patterns", "reactive state in Vue" DO NOT USE FOR: Vue 2 Options API - use legacy Vue documentation instead, React - use `frontend-react`, Angular - use `angular`, Svelte - use `svelte`Votes: 0GitHub stars: 31
- Ai Art ToolsAI-assisted 2D / pixel-art generation tools and services. Covers pixel-art-specific generators (PixelLab, Retro Diffusion), game-asset generators (Scenario, Leonardo.AI), DIY Stable Diffusion + LoRAs, and general models with pixel-art prompting (Midjourney, DALL-E, Imagen). Trade-off framework: control vs. speed, palette consistency, animation coherence, tile-ability, commercial license, runs locally vs. cloud, cost per asset / per month. USE WHEN: deciding which AI tool fits a project, gene...Votes: 0GitHub stars: 31
- Animation FramesFrame-by-frame animation for 2D games: typical frame counts (idle 2-4f / walk 6-8f / run 6-8f / attack 4-6f), squash/stretch limits in pixel art, looping cycles, sub-pixel motion problem, anticipation/impact/ recovery beats, sprite sheet layout (Aseprite tags, TexturePacker JSON, Unity Sprite Editor), frame timing easing. USE WHEN: animating sprites, choosing frame counts, debugging "stiff" or "floaty" motion, organizing sprite sheets. DO NOT USE FOR: skeletal 2D animation (Spine/DragonBone...Votes: 0GitHub stars: 31
- Character DesignCharacter design for 2D games: silhouette-first methodology, character- to-tile size ratio, expressions in low resolution (eye / mouth pixel placement), anatomy shortcuts in pixel art, faction/role visual language (silhouette + palette identifying class), walk cycle conveying weight and attitude. USE WHEN: designing a new character, fixing unreadable / cluttered characters, distinguishing factions visually, assessing animation weight.Votes: 0GitHub stars: 31
- Environment DesignEnvironmental art for 2D games: parallax planning (3-5 layers, depth distribution, scroll-speed ratios), foreground/background composition, atmospheric perspective via palette desaturation, silhouette readability, vignettes / framing, tile density vs negative space, environmental storytelling via tiles. USE WHEN: planning level art, designing parallax layers, fixing cluttered or unreadable scenes, telling story through environment.Votes: 0GitHub stars: 31
- Lighting ArtPainting 2D art for dynamic lighting: workflow for Unity 2D Lights / Godot CanvasLight, normal map authoring (Sprite Lamp / hand-painted), separation in layers (diffuse / normal / emissive / mask), self- shadowing in pixel art, day/night palette swaps vs realtime light mixing, glow / emissive layers. USE WHEN: integrating 2D Lights with hand-painted sprites, deciding baked vs dynamic lighting, painting normal maps for pixel art.Votes: 0GitHub stars: 31
- PalettesColor palettes for 2D games: color theory practical (warm/cool, complementary, analogous), restricted palettes ready-made (PICO-8, GameBoy DMG, DB16, DB32, AAP-64, NES, C64), hue shifting (warm-cool ramps), palette swaps for character variants and time-of-day, indexed mode workflow, .gpl/.pal/.ase/.json export. USE WHEN: starting a project's palette, choosing restricted palette, designing color ramps for shading, planning palette swaps.Votes: 0GitHub stars: 31
- Pixel Art FundamentalsPixel art fundamentals: resolution choice, anti-aliasing rules, dithering (Bayer / Floyd-Steinberg / hand-placed), outline philosophy, pixel hinting / sub-pixel rules, common mistakes (pillow shading, PSD-soft rendering, jaggies). USE WHEN: starting a pixel-art project, evaluating sprite quality, fixing soft / blurry pixel art, choosing resolution. DO NOT USE FOR: vector / painterly 2D art (different rules entirely); AI sprite generation (see `unity-2d-core` AI section).Votes: 0GitHub stars: 31
- Seamless TexturesSeamless / tileable textures for 2D: offset-and-paint trick, mirror techniques, repetition reduction (variant tiles + decoration overlays), transitional tiles (corner / edge / T-junction), normal map authoring for 2D lighting (Sprite Lamp / Sprite DLight / Materialize), procedural base + hand-pixel overlay, roof/floor/wall specializations. USE WHEN: painting tilesets that don't visibly seam, fixing repetition, adding normal maps to 2D for dynamic lighting, mixing procedural and hand-painted ...Votes: 0GitHub stars: 31
- Tile DesignTile design for 2D games: autotiling math (Wang 4-bit, 16-bit, 47-tile, 256-tile blob), grid types (square / hex flat-top / hex pointy-top / staggered iso / true iso), terrain blending, transitional pieces, modular vs composite tilesets, 9-slice rendering. USE WHEN: planning tilesets, choosing autotile schemes, mixing terrains, designing isometric or hex maps, debugging tile transitions. DO NOT USE FOR: engine-specific tilemap APIs (Unity Tilemap component, Godot TileMap node) - use the eng...Votes: 0GitHub stars: 31
- ToolsTool ecosystem for 2D game art: Aseprite (de facto pixel art DCC), Tiled, LDtk, Tilesetter (autotile generation), Pixelorama (FOSS), Spine / DragonBones (skeletal 2D), TexturePacker, Sprite Lamp / Sprite DLight (normal maps), PSD Importer / Aseprite Importer, Krita / Procreate / Photoshop for higher-res 2D. USE WHEN: choosing tools for a 2D project, integrating tool output with engine, scripting Aseprite Lua, evaluating LDtk vs Tiled.Votes: 0GitHub stars: 31
- Vfx 2dVisual effects in 2D: frame patterns for smoke / fire / water / electricity, hitstop and hit pause, screen shake intensity curves, particle frames vs procedural particles, juice principles (Vlambeer "Art of Screenshake"), trail effects, color flash, debris, decals. USE WHEN: authoring effect sprites, deciding pre-baked vs procedural particles, designing impact / juice for actions.Votes: 0GitHub stars: 31
- Unity 2d AnimationUnity 2D Animation — sprite sheet frame-by-frame, skeletal 2D animation (bones + skinning + IK), PSD Importer, Aseprite Importer, Sprite Library / Resolver for character variants. USE WHEN: animating characters/enemies, swapping outfits, IK for arms/legs, importing layered art (PSB/PSD/Aseprite), 2D rigging. DO NOT USE FOR: tilemap animation (use `unity-2d-tilemap` Animated Tile); 3D character animation (use `unity-physics-anim`); UI animations (use `unity-input-ui`).Votes: 0GitHub stars: 31
- Unity 2d CamerasUnity 2D cameras — Cinemachine 2D (CinemachineCamera, Confiner 2D, Framing Transposer, Group Composer), Pixel Perfect Camera, parallax via cameras vs sprites, screen shake, target groups, virtual camera priorities. USE WHEN: setting up smooth 2D camera follow, framing rules, level-bound confiners, dynamic groups (multiple players), screen shake, pixel-perfect rendering of camera motion. DO NOT USE FOR: 3D Cinemachine (covered separately under unity-rendering / unity-physics-anim); UI camera...Votes: 0GitHub stars: 31
- Unity 2d CoreUnity 2D fundamentals — Sprite Renderer, Sprite Atlas v2 (master/variants), 9-slice rendering, Sorting Layers vs Order in Layer vs Sorting Group, sprite import settings, Pixels Per Unit (PPU), Pixel Perfect Camera, point filtering. USE WHEN: importing sprites, packing atlases, controlling draw order in 2D, setting up pixel-art rendering, configuring 9-slice UI/decorations. DO NOT USE FOR: Tilemap (use `unity-2d-tilemap`); 2D physics (use `unity-2d-physics`); animation (use `unity-2d-animati...Votes: 0GitHub stars: 31
- Unity 2d GameplayUnity 2D gameplay patterns — character controllers (kinematic vs dynamic), coyote time, jump buffer, variable jump height, ledge grab, dash, wall slide, hitstop, juice patterns, top-down 8-way movement. USE WHEN: implementing platformer / metroidvania / top-down character controllers, "feel" tuning, ability layers (dash/double jump/wall slide). DO NOT USE FOR: 2D physics fundamentals (use `unity-2d-physics`); animations (use `unity-2d-animation`); cameras (use `unity-2d-cameras`).Votes: 0GitHub stars: 31
- Unity 2d LightingUnity 2D lighting — URP 2D Renderer, Light 2D types (Point/Freeform/Sprite/ Parametric/Global), Shadow Casters 2D, Sprite Mask, Renderer2DData, normal mapped sprites, blend styles. USE WHEN: setting up the URP 2D Renderer, lighting a 2D scene, adding 2D shadows, using Sprite Mask for stencil-like effects, normal-mapped sprites. DO NOT USE FOR: 3D lighting (use `unity-rendering`); UI lighting concepts (UI doesn't normally use Light 2D); 2D animation (use `unity-2d-animation`).Votes: 0GitHub stars: 31
- Unity 2d PhysicsUnity 2D physics — Rigidbody2D body types, Collider2D shapes, joints, effectors, layer collision matrix, contact filters, IEEE physics gotchas in 2D, raycast/overlap APIs. USE WHEN: tuning Rigidbody2D movement, joint setups (hinge/spring/distance/ slider), one-way platforms, conveyor belts, area effects, layered collisions, raycast queries. DO NOT USE FOR: 3D physics (use `unity-physics-anim`); platformer character movement (use `unity-2d-gameplay`); tilemap collision (use `unity-2d-tilemap`).Votes: 0GitHub stars: 31
- Unity 2d TilemapUnity 2D Tilemap — Grid + Tilemap, Rule Tiles, Animated Tiles, Tile Palette, Hexagonal/Isometric grids, Composite Collider 2D + Tilemap Collider 2D, procedural tilemap generation. USE WHEN: building level geometry from tiles, painting auto-tiling terrain, isometric/hex maps, optimising tilemap colliders, runtime tilemap generation. DO NOT USE FOR: free-form sprites (use `unity-2d-core`); platforming movement (use `unity-2d-gameplay`); 2D physics general topics (use `unity-2d-physics`).Votes: 0GitHub stars: 31
- Unity AddressablesUnity Addressables — AssetReference, async loading, labels, groups, build profiles, remote content, Cloud Content Delivery integration, content catalogs and updates. USE WHEN: replacing `Resources.Load`, async asset loading, scene streaming, remote content, DLC delivery, runtime asset hot-swap, splitting builds for size. DO NOT USE FOR: editor-time asset queries (use AssetDatabase); legacy Asset Bundles workflows (Addressables wraps them).Votes: 0GitHub stars: 31
- Unity Best PracticesUnity project conventions — folder layout, asmdef structure, naming, source control (.gitignore + LFS + force text serialization), prefab variants, ScriptableObject-based architecture. USE WHEN: starting a new Unity project, refactoring an unhealthy one, setting up source control, organising assets, deciding on naming. DO NOT USE FOR: specific systems (use feature-specific skills).Votes: 0GitHub stars: 31
- Unity Build PlatformsUnity builds — IL2CPP vs Mono, build profiles, addressables-aware builds, Android (Gradle, AAB, Play Asset Delivery), iOS (Xcode post-processing, capabilities), WebGL, console NDA paths (high-level only). USE WHEN: configuring build settings, fixing platform-specific issues, signing, store submission, build size optimization, multi-platform CI. DO NOT USE FOR: editor-side build code (use `unity-editor-tooling`); runtime perf (use `unity-performance`).Votes: 0GitHub stars: 31
- Unity CoreUnity core scripting fundamentals — MonoBehaviour lifecycle, GameObject / Component model, ScriptableObjects, prefabs, serialization, coroutines, events, and execution order. USE WHEN: writing or refactoring core Unity scripts, designing data flow, setting up ScriptableObjects, dealing with serialization issues, choosing between Update / FixedUpdate / LateUpdate, coroutine vs async patterns. DO NOT USE FOR: rendering / shaders (use `unity-rendering`); 2D-specific topics (use `unity-2d-*`); ...Votes: 0GitHub stars: 31
- Unity DotsUnity DOTS — Entities 1.x, Burst-compiled jobs, IJobChunk / IJobEntity, NativeArray / NativeList, SystemBase vs ISystem, baking GameObject to entity, hybrid components. USE WHEN: massive entity counts (RTS, swarms, particles-as-entities), data-oriented refactor of hot simulations, deterministic netcode targets, Burst-friendly math. DO NOT USE FOR: regular GameObject gameplay (use `unity-core`); rendering (DOTS uses Entities Graphics — link from `unity-rendering`); networking with NGO (use `...Votes: 0GitHub stars: 31
- Unity Editor ToolingUnity Editor scripting — custom Inspectors, PropertyDrawers, EditorWindow, MenuItems, asset post-processors, Editor Coroutines, automated builds via `-batchmode -executeMethod`. USE WHEN: building tools for designers, custom Inspector UI, gizmos, scene validators, asset import hooks, editor menu commands, headless CI builds. DO NOT USE FOR: runtime UI (use `unity-input-ui`); test runner (use `unity-testing`).Votes: 0GitHub stars: 31
- Unity Input UiUnity new Input System and UI — InputAction, InputActionAsset, PlayerInput, rebinding, multi-device, plus UI Toolkit (UXML/USS, runtime + editor) and uGUI Canvas optimization. USE WHEN: wiring input bindings, supporting gamepads/keyboard/touch, building menus/HUD with UI Toolkit or uGUI, optimizing Canvas batches, runtime rebinding, on-screen control overlays. DO NOT USE FOR: legacy `Input.GetKey` API (deprecated — migrate to new Input System); 3D world-space UI specifics (use `unity-render...Votes: 0GitHub stars: 31
- Unity NetcodeUnity Netcode for GameObjects (NGO) — NetworkBehaviour, NetworkVariable, RPCs (Server/Client/Owner), client-side prediction, lag compensation, Multiplay/Relay/Lobby integration. USE WHEN: building multiplayer (co-op, competitive, MMO-lite), network authority decisions, anti-cheat, matchmaking + relay. DO NOT USE FOR: P2P state-sync without NGO (Mirror, Photon — out of scope); ECS-native networking (NetCode for Entities — adjacent stack).Votes: 0GitHub stars: 31
- Unity PerformanceUnity performance — Profiler, Frame Debugger, Memory Profiler, GC allocation hunting, object pooling, IL2CPP build settings, Burst, batching, LOD, GPU Resident Drawer. USE WHEN: frame drops, GC spikes, long load times, memory growth, draw-call storms, mobile thermal/battery issues, profiling captures. DO NOT USE FOR: gameplay logic refactoring (use `unity-core`); pipeline selection (use `unity-rendering`).Votes: 0GitHub stars: 31
- Unity Physics AnimUnity 3D physics (Rigidbody, Collider, Joints) and animation (Animator state machines, parameters, layers, Animation Rigging, Humanoid retargeting, blend trees). USE WHEN: tuning rigidbody movement, designing Animator state machines, blending animations, layer collision matrix, joints/constraints, motion warping, IK setups. DO NOT USE FOR: 2D physics or 2D animation (use `unity-2d-physics` / `unity-2d-animation`); ECS physics (use `unity-dots`).Votes: 0GitHub stars: 31
- Unity RenderingUnity rendering pipelines (Built-in / URP / HDRP), Shader Graph, Renderer Features, Volume framework, post-processing, materials, lighting, and GPU Resident Drawer. USE WHEN: choosing or migrating rendering pipeline, writing/editing shaders (Shader Graph, HLSL, ShaderLab), tuning lighting, debugging draw calls, configuring Volume profiles, custom render passes. DO NOT USE FOR: 2D Renderer specifics (use `unity-2d-lighting`); UI Toolkit rendering (use `unity-input-ui`); profiling-only questi...Votes: 0GitHub stars: 31
- Unity TestingUnity Test Framework — EditMode + PlayMode tests, [UnityTest] coroutines, Test Runner, mocking patterns, Unity.PerformanceTesting package. USE WHEN: writing/debugging tests, setting up CI test runs, performance regression tests, asserting scene state, mocking time/input. DO NOT USE FOR: runtime in-game telemetry (use `unity-performance` for profiling); end-to-end automation (use editor tooling + custom harness).Votes: 0GitHub stars: 31
- Unity XrUnity XR — XR Interaction Toolkit 3.x (Interactor/Interactable/Manipulation), AR Foundation (planes, anchors, image tracking, body tracking), OpenXR, hand tracking on Quest/Vision OS. USE WHEN: VR/AR/MR projects, integrating XR controllers, AR plane detection, XR locomotion, hand tracking, eye tracking, OpenXR features. DO NOT USE FOR: regular 3D gameplay (use `unity-physics-anim`); rendering pipeline (use `unity-rendering` — XR has URP-specific considerations).Votes: 0GitHub stars: 31
- Canvas WebglBrowser graphics via the Canvas 2D API, WebGL and creative-coding libraries. Covers React canvas setup, the 2D API, particle systems, pixel manipulation, OffscreenCanvas in a worker, raw WebGL, p5.js and noise functions. USE WHEN: user mentions "canvas", "getContext('2d')", "WebGL", "p5.js", "particle system", "pixel manipulation", "OffscreenCanvas", asks about drawing or generative graphics in the browser DO NOT USE FOR: 3D scene graphs (use `three-js`), vector graphics and SVG (use `svg-a...Votes: 0GitHub stars: 31
- Svg AnimationAnimating SVG with CSS, Framer Motion, GSAP and native SVG attributes. Covers SVG fundamentals, path `d` syntax, filters, generative SVG in React and animated gradients. USE WHEN: user mentions "SVG animation", "path morphing", "stroke-dasharray", "SVG filter", "animated icon", asks about animating an inline SVG or drawing a path on scroll DO NOT USE FOR: raster or pixel graphics (use `canvas-webgl`), 3D (use `three-js`), general component animation (use `framer-motion`)Votes: 0GitHub stars: 31
- Three Js3D graphics in the browser with Three.js and React Three Fiber (R3F). Covers the R3F Canvas, core concepts, the useFrame loop, geometries, materials, lights and the @react-three/drei helpers. USE WHEN: user mentions "Three.js", "React Three Fiber", "R3F", "drei", "useFrame", "mesh", "3D scene", asks about rendering or animating 3D in a web page DO NOT USE FOR: 2D canvas drawing (use `canvas-webgl`), SVG (use `svg-animation`), DOM animation (use `framer-motion`)Votes: 0GitHub stars: 31
- Bulk EngineeringBulk engineering approaches, tools, and implementation strategies for mass-generating PLC/DCS control logic, HMI displays, and I/O configurations from engineering databases. Use when planning or implementing automation of DCS engineering workflows.Votes: 0GitHub stars: 31
- Dcs PlatformsReference for major DCS/PLC platforms - ABB Freelance, Siemens PCS7/TIA Portal, Emerson DeltaV, Honeywell Experion. Use when comparing platforms, mapping function blocks across vendors, or designing cross-platform solutions.Votes: 0GitHub stars: 31
- Freelance FormatsComplete ABB Freelance DCS file format reference for DMF, PRT, and CSV project files. Use when analyzing, parsing, or generating Freelance engineering files.Votes: 0GitHub stars: 31
- Iec61131IEC 61131-3 programming languages reference (LD, FBD, ST, IL, SFC), PLCopen standards, program organization units, data types. Use when discussing PLC programming standards or cross-platform compatibility.Votes: 0GitHub stars: 31
- Isa StandardsISA-5.1 tag naming, ISA-88 batch control, ISA-95 enterprise integration, ISA-18.2 alarm management, and ISA-101 HMI standards reference. Use when working with instrument tags, naming conventions, or plant hierarchy.Votes: 0GitHub stars: 31
- Membrane AutopsyMembrane autopsy lab methodology — autopsy decision matrix (when to autopsy), element sampling protocol (which to pick, preservation, data package), lab method suite (visual / weight-loss / dye test per ASTM D6908 / SEM-EDS / FTIR / swab + plate count / Fujiwara chlorine test / cross-section), findings-to-action interpretation table, independent and vendor-affiliated labs with cost ranges, warranty claim workflow (open BEFORE pulling the element), bilingual glossary. Use when planning or inte...Votes: 0GitHub stars: 31
- Membrane Economics EdiRO/EDI economics (SEC, LCOW, lifecycle decision matrix), Electrodeionization deep-dive (cell pair geometry, FCE feed metric, KPIs, 8 failure modes), EDI vs Mixed-Bed DI sizing economics, pharmaceutical UPW/WFI regulatory context (USP/Ph. Eur./21 CFR Part 11/EU Annex 11), produced-water regulatory context (WHO/ISO 16075/EN 12952-12/SEMI F63). Use for energy benchmarks, cost modelling, EDI design/diagnostics, and regulatory citation.Votes: 0GitHub stars: 31
- Membrane NfNanofiltration (NF) reference — separation mechanisms (Donnan + steric + dielectric exclusion via DSPM-DE), pH-dependent membrane charge and isoelectric point, KPIs and selectivity ratio, vendor matrix (DuPont FilmTec NF270/NF90/NF200/NF245, Suez DK/DL/HL, Toray SUL, LANXESS Lewabrane NF, Pentair X-Flow tubular, Synder NFX/NFS), applications (softening, NOM/color removal, offshore sulfate removal, mining brines, dairy, OSN), operating windows, fouling differences vs RO. Use when designing NF ...Votes: 0GitHub stars: 31
- Membrane PretreatmentRO/NF pretreatment chain — feed type architectures (SWRO open/beach well, BWRO well/surface, tertiary reuse), pretreatment KPI targets (SDI, turbidity, AOC, Fe/Mn, free Cl2), coagulation chemistry (FeCl3/PAC/alum dose math), antiscalant selection by scaling species, dechlorination (SBS stoichiometry + chloramine handling), CO2/pH management for 2-pass RO and EDI feed, biocide strategy (oxidizing pre-membrane vs non-oxidizing on-membrane), monitoring instrumentation. Use when designing or audi...Votes: 0GitHub stars: 31
- Membrane Ro FundamentalsReverse Osmosis (RO) and Electrodeionization (EDI) process fundamentals — formulas (recovery, rejection, NDP, osmotic pressure, TCF, NPF/NSP), authoritative standards reference (ASTM/ISO/USP/Ph.Eur./WHO/EN), vendor design windows (DuPont, Hydranautics, Toray, Suez, LANXESS), water chemistry, EDI quick reference, IT/EN glossary. Use when working on RO/EDI plant code, KPI calculations, or normative citations.Votes: 0GitHub stars: 31
- Membrane TroubleshootingRO/NF membrane diagnostic methodology — fouling taxonomy (colloidal, biofouling, organic, particulate), scaling by mineral species (CaCO3/CaSO4/BaSO4/SrSO4/SiO2/CaF2/Fe-Mn), integrity loss (O-ring, breach, chlorine oxidation, telescoping), chemical/operational failures, CIP decision matrix, ASTM D4516 trend-based diagnostics, baseline establishment, and decision-tree pseudo-code. Use when analyzing RO/NF plant data to identify root cause of performance deviation.Votes: 0GitHub stars: 31
- Api GatewayAPI gateway patterns and implementations. Kong, AWS API Gateway, NGINX as gateway, rate limiting, request routing, authentication offloading, and request/response transformation. USE WHEN: user mentions "API gateway", "Kong", "AWS API Gateway", "NGINX gateway", "gateway pattern", "request routing", "BFF" DO NOT USE FOR: reverse proxy basics - use infrastructure skills; service mesh - use `service-mesh`; rate limiting in app - use `rate-limiting`Votes: 0GitHub stars: 31
- Backup RecoveryProduction backup strategy and disaster recovery planning for Linux servers, covering database backups, file backups, encryption, cloud storage, retention policies, and restore runbooks. USE WHEN: - Designing or implementing a backup strategy for a production server - Writing pg_dump / mongodump / mysqldump backup scripts - Configuring rclone to sync backups to S3, Backblaze B2, or SFTP - Encrypting backup archives with GPG before uploading offsite - Setting up retention schedules (daily/wee...Votes: 0GitHub stars: 31
- CaddyCaddy v2 reverse proxy with automatic HTTPS. Covers Caddyfile syntax, directives, TLS configuration, DNS challenges, and API-based management. USE WHEN: user mentions "caddy", "caddyfile", "caddy server", "xcaddy", "caddy reverse proxy", asks about "automatic https", "let's encrypt caddy", "caddy tls", "caddy load balancing", "caddy websocket proxy", "caddy dns challenge", "caddy cloudflare", "caddy api", "caddy systemd" DO NOT USE FOR: Nginx-based setups - use `load-balancer` or a dedicate...Votes: 0GitHub stars: 31
- Cron SchedulingCron and scheduled task management. node-cron, cron expressions, Spring @Scheduled, APScheduler (Python), and distributed scheduling patterns. USE WHEN: user mentions "cron", "scheduled task", "cron job", "node-cron", "@Scheduled", "APScheduler", "periodic task", "crontab" DO NOT USE FOR: job queues with workers - use `job-queues`; one-off delayed tasks - use `job-queues`Votes: 0GitHub stars: 31