Token导航 LogoToken导航TokenDH.com
研究检索只读github未标认证来源可访问许可证需确认审计异常

world-generation世界一代

Agent Skill

world-generation 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

315

周安装

13

GitHub Stars

37

下载量

103
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:world-generation(世界一代)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/world-generation
安装命令:
npx skills add https://github.com/simhacker/moollm --skill world-generation
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill world-generation

简介

world-generation 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。

  • 它属于研究检索类技能,适用于信息聚合与筛选任务。
  • 可通过 npx skills add 命令安装,具体实现依赖原始仓库说明。
  • 安装前建议确认权限范围、维护状态及是否涉及联网或文件操作。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

World Generation Protocol

Dynamic world creation — questions create places. *"The world grows where curiosity leads."*

Core Principle

Don't pre-generate everything. Generate on demand.

When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.

Player: "What's north?"
DM: *creates north*

Generation Philosophy

# What triggers world generation
generation_triggers:
  questions: "Where did the grue come from?"
  statements: "There must be a library somewhere!"
  actions:
    DIG: "tunnel"
    CLIMB: "passage"
  quests: "Objective location generates itself"
  exploration: "Walking beyond known areas"

Methods

CREATE - Generate New Place

invoke: CREATE
params:
  seed: "Starting concept or name"
  style: "World style (fantasy, sci-fi, modern)"
  parent: "What area this connects to"
effect:
  - Create directory for new place
  - Generate ROOM.yml with properties
  - Add exits connecting to parent
  - Optionally populate with objects/NPCs

EXPAND - Add to Existing Area

invoke: EXPAND
params:
  from: "Existing place"
  direction: "north/south/etc or conceptual"
  hints: "Optional flavor hints"
effect:
  - Generate adjacent room
  - Add bidirectional exits
  - Inherit parent's atmosphere with variations

CONNECT - Link Two Areas

invoke: CONNECT
params:
  a: "First place"
  b: "Second place"
  type: "door/portal/path/secret"
effect:
  - Add exit from A to B
  - Add exit from B to A (unless one-way)
  - Update both ROOM.yml files

Directory Inheritance

Directories carry behavioral defaults that children inherit:

Parent DirectoryChildren Inherit
maze/Dark, twisty, grue-friendly
basement/Damp, underground, echoing
tower/Height, wind, views, vertigo, ELEVATOR
dungeon/Cells, guards, escape themes
garden/Outdoor, weather, growing
library/Books, quiet, knowledge
market/Vendors, crowds, commerce
department-store/Floors, escalators, departments
underground/Basements, tunnels, secrets
rooftop/Sky, signs, views, access

Tower Directory Pattern

# Tower directories extend vertically
tower_directory:
  pattern: "tower-name/"
  contains:
    - ROOM.yml           # Tower exterior (storefront)
    - lobby/             # Floor 0
    - elevator/          # Central column (goes anywhere)
    - roof/              # Top floor
    - floor-N/           # Numbered floors (positive = up)
    - basement-N/        # OR link to external skills as floors

  # Skill-as-floor pattern
  skill_floors:
    principle: "Skills can BE floors — no duplication"
    method: |
      Instead of creating floor-1/ inside tower/,
      link to skills/some-skill/ and add ROOM.yml there.
      The skill IS the floor content.

    example: |
      # In elevator exits:
      floor_minus_1:
        destination: ../../../../../skills/no-ai-ideology/
        floor: -1

      # In skills/no-ai-ideology/ROOM.yml:
      room:
        floor: -1
        tower: no-ai-tower
      exits:
        up: ../no-ai-lobby/     # or explicit path
        down: ../no-ai-bias/    # next skill in chain

Topology Patterns

PatternStructureUse Case
Twisty mazeRandomized connectionsChallenge, getting lost
GridRegular X/Y layoutCities, chessboards
StarHub with spokesCrossroads, central plaza
LoopCircular pathRacing, time loops
TreeBranching, dead endsDungeons, boss rooms
WebMany cross-connectionsComplex social spaces
TowerVertical stack + horizontal branchesBuildings, department stores

Tower Pattern (Yoot Tower / SimTower)

Inspired by Yoot Saito's SimTower (1994). Buildings extend vertically with each floor branching horizontally.

tower_pattern:
  principle: "Build UP or DOWN. The tower has no natural limits."

  structure:
    central_column:
      - elevator/     # Goes anywhere (express)
      - stairs/       # Up/down between adjacent floors
      - utilities/    # Shared services (HVAC, power)

    floor_template:
      - lobby         # Entry point from elevator/stairs
      - departments   # Horizontal branches
      - services      # Bathrooms, vending, etc.

  navigation:
    elevator:
      description: "Express access to any floor by number or name"
      aliases: [lift, express]
      buttons: "Panel with all floors listed"

    stairs:
      description: "Up/down to adjacent floors only"
      pattern: "Each floor has stairs_up and stairs_down exits"

  extensibility:
    vertical: "Add floors in either direction (up OR down)"
    horizontal: "Each floor branches to sub-departments"
    modular: "Floors can be reordered by changing up/down links"

Example: NO AI TOWER

   R   ROOF .......... The Sign, The Sun
   ═════════════════════════════════════
   0   LOBBY ......... Storefront (FRONT)
   ═════════════════════════════════════
  -1   IDEOLOGY ...... ← skills/no-ai-ideology/
  -2   BIAS .......... ← skills/no-ai-bias/
  -3   SLOP .......... ← skills/no-ai-slop/
       ...
  -9   SOUL .......... ← skills/no-ai-soul/ (branches: facets/, pantheon/)
 -10   OVERLORD ...... ← skills/no-ai-overlord/ (branches: archetypes/)
 -11   CUSTOMER SVC .. ← skills/no-ai-customer-service/ (BASE CLASS)

Key Features:

  • Skills ARE rooms — no duplication, just ROOM.yml in each skill
  • Floors link via up/down — stairs connect adjacent floors
  • Elevator links to all — express access anywhere
  • Horizontal branching — each floor has sub-departments
  • Reorderable — change floor numbers + links anytime
  • Underground — tower can go DOWN (like iceberg)

Generation Seeding

From Questions

Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
   - Forge room
   - Living quarters
   - Connected to market/

From Actions

Action: DIG
Creates: tunnel/ or cellar/
   - Connects to current room
   - Darkness, rough-hewn walls
   - Possible discoveries

From Quests

Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
   - Contains the tome
   - Appropriate guardians
   - Connected via discoverable path

Lazy Evaluation

principle: "Don't create until needed"

strategy:
  - Player enters room: generate exits (names only)
  - Player asks about exit: generate room behind it
  - Player ignores exit: it remains potential

benefits:
  - Infinite worlds in finite storage
  - Every playthrough unique
  - Player choices shape reality

State

generation_state:
  seed: 42                    # Reproducibility
  style: "fantasy"            # World genre
  generated_places: []        # What exists
  pending_exits: []           # Named but not yet created
  topology: "organic"         # Generation pattern

Safety Guidelines

  • Maintain consistency — don't contradict established facts
  • Respect player agency — their discoveries are canon
  • Preserve mystery — not everything needs explanation
  • Allow emergence — unexpected connections enrich world

Integration

SkillIntegration
roomGenerated places are rooms
adventureWorld generation serves the adventure
characterNPCs generated with their locations
wormWorms can trigger generation by crawling

Example Session

> GO NORTH
The path leads into unexplored territory...

[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks
loom overhead. The trail continues east and west.

> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone
structure — perhaps a ruin or shrine.

> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

35.41%
按下载量换算36

Claude

29.18%
按下载量换算30

Cursor

19.67%
按下载量换算20

Gemini CLI

9.3%
按下载量换算10

安全审计

Gen Agent Trust Hub

未通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。来源安全扫描存在 warning/failed 结果,不能写成本站确认安全。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills