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ZeroBytes-Family-Skills

ZeroBytes-Family-Skills contains 10 collected skills from MushroomFleet, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
10
Stars
0
updated
2026-04-12
Forks
0
Occupation coverage
1 occupation categories · 100% classified
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Skills in this repository

zero-grammar
software-developers

ZeroBytes-seeded deterministic grammar expansion. Makes L-Systems, shape grammars, and graph grammars infinite, parallel, and zero-storage by hashing coordinates to select production rules. Use when ZeroBytes content feels statistically plausible but semantically incoherent — cities with no urban logic, dungeons that feel random not designed, plants that look identical, quests with no narrative arc. Triggers on "zero-grammar", "deterministic L-system", "seeded grammar", "authored feel procedurally", "infinite grammar expansion", "coordinate-seeded production rules", "grammar without storing trees", "procedural city layout", "quest graph generation", "building floor plan procgen", or when a developer says their world "looks random instead of designed". The single mechanism that unlocks all grammar types is select_rule(rules, x, y, depth, world_seed) — position replaces random.choice(). Always use when content needs to feel designed, not merely probable.

2026-04-12
zero-wfc
software-developers

ZeroBytes-seeded Wave Function Collapse hybrid. Infinite O(1) world scale with local structural validity guarantees. Use when a ZeroBytes system produces statistically plausible but structurally broken content — rooms that never connect, corridors to nowhere, rivers that stop mid-chunk. Triggers on "valid dungeon generation", "connected rooms", "guaranteed solvable", "zero-wfc", "infinite WFC world", "constraint-valid procgen", "WFC seeded by coordinates", or any description of content that "looks right but is broken". The skill adds a WFC layer inside each bounded chunk while ZeroBytes handles all infinite-scale O(1) queries; edge constraints bridge the two layers so neighbouring chunks always match at their borders. Always use when the developer needs validity guarantees, not just statistical plausibility.

2026-04-12
zero-causal
software-developers

Chain-is-seed O(1) causal chain procedural determinism methodology. Extends ZeroBytes from static spatial generation into deterministic causal histories and futures. Use when a developer asks for procedural civilisation history, genetic lineage generation, criminal causal chain reconstruction, technology tree evolution, narrative event chains, disease outbreak propagation history, geological event sequences, or any system where a chain of causally-linked events must be reproducible at any point in the chain without stepping through all preceding events. Triggers on phrases like "procedural history", "causal chain", "event sequence", "direct jump to epoch", "lineage generation", "chain-is-seed", "zero-causal", "deterministic timeline", "event at depth N", "without replaying", or when a Zero-Temporal system needs not just temporal properties but a narrative chain of discrete causal events that can be queried at any depth in O(1).

2026-04-04
zero-cubic
software-developers

Triple-is-seed O(N³) triadic procedural determinism methodology. Extends Zero-Quadratic from pairwise relationships to emergent properties of three-entity configurations. Use when a developer asks for coalition diplomacy, triangular trade circuits, three-faction tension, sacred geometry activation, group social dynamics, procedural crafting reactions, or any system where a property emerges from the configuration of exactly three entities and cannot be reduced to a sum of pairwise relationships. Triggers on phrases like "coalition stability", "three-faction", "triangular trade", "triadic relationship", "sacred triangle", "three-body problem", "group dynamics", "three-reagent crafting", "zero-cubic", or when a Zero-Quadratic system needs to model emergent properties that only exist when three entities are considered simultaneously.

2026-04-04
zero-field
software-developers

Space-is-seed continuous influence field methodology. Extends ZeroBytes from discrete entity properties into continuous scalar and vector fields that exist independently of any entity set. Use when a developer asks for mana or magic intensity maps, disease or pollution spread without simulation, gravity or mass distribution fields, faction territory as a continuous function, heat or radiation zones, signal strength maps, predator pressure fields, or any system where a spatially continuous influence exists across the world and entities are derived from the field (not the other way round). Triggers on phrases like "influence field", "continuous field", "territory map", "mana density", "radiation zone", "field-first", "entity-free", "signal strength map", "zero-field", "spawn from field peaks", "no entity enumeration", or when a ZeroBytes system needs a property that permeates space rather than residing at discrete entity positions.

2026-04-04
zero-graph
software-developers

Topology-is-seed procedural graph generation methodology. Extends ZeroBytes and Zero-Quadratic from point and pair properties into complete node-edge graph structures generated deterministically from a region coordinate. Use when a developer asks for procedural dungeon wing layouts, settlement road networks, quest dependency graphs, neural-style connection diagrams, cave system topologies, river delta branching, faction alliance webs, subway or trade network layouts, or any system where a graph structure (nodes + edges) must be generated deterministically without storing an adjacency list or node registry. Triggers on phrases like "procedural graph", "deterministic topology", "dungeon layout graph", "road network generation", "quest dependency structure", "connection diagram", "node-edge generation", "zero-graph", "topology from seed", or when a Zero-Quadratic system needs to also generate the node set itself, not just edge properties between pre-existing nodes.

2026-04-04
zero-quadratic
software-developers

Pair-is-seed O(N²) relational procedural determinism methodology. Extends zerobytes from point properties to relationship properties. Use when a developer asks for deterministic faction systems, procedural social graphs, trade route generation, NPC relationship networks, ley line or signal propagation networks, political tension maps, or any system where the interaction between two entities must be reproducible without storing a graph or adjacency matrix. Triggers on phrases like "relational procedural", "deterministic relationships", "pair-based generation", "faction tension", "procedural diplomacy", "NPC social graph", "trade route generation", "influence fields", "zero-quadratic", "emergent relationships", or when a zerobytes system needs to model how entities affect each other rather than what they are individually. Always use this skill when the user needs to generate properties that exist *between* positions rather than *at* positions.

2026-04-04
zero-spectral
software-developers

Frequency-domain-is-seed procedural generation methodology. Extends ZeroBytes from point-by-point spatial hashing into region-level spectral fingerprinting. Use when a developer asks for adaptive level of detail, biome spectral signatures, terrain with characteristic frequency profiles, procedural audio character maps, signal interference patterns, region-scale pattern generation, or any system where the shape and texture of a region (its frequency content) matters as much as individual point values. Triggers on phrases like "spectral fingerprint", "frequency domain", "adaptive LOD", "terrain texture profile", "procedural audio map", "biome spectral signature", "zero-spectral", "frequency-based generation", "region pattern", or when ZeroBytes coherent noise needs richer regional character or variable resolution output from a single seed.

2026-04-04
zero-temporal
software-developers

Coordinate+epoch-is-seed O(1) temporal procedural determinism methodology. Extends ZeroBytes from static spatial generation into deterministic world-time. Use when a developer asks for procedural weather systems, seasonal terrain changes, deterministic NPC schedules, historical archaeology (querying past world states), economic boom-bust cycles, tidal systems, day-night cycles, or any system where a spatial property changes over world-time and must be reconstructable at any past or future epoch without simulation or stored logs. Triggers on phrases like "deterministic weather", "seasonal changes", "procedural history", "time as a coordinate", "world epoch", "NPC schedule", "historical state", "zero-temporal", "time-based procedural", or when a ZeroBytes system needs properties that evolve over simulated time.

2026-04-04
zerobytes
software-developers

Position-is-seed procedural generation methodology. Use when developer asks for infinite world generation, procedural terrain, deterministic content generation, Minecraft-style chunks, roguelike dungeons, star system generation, or any task requiring reproducible random content from coordinates. Triggers on phrases like "procedural generation", "infinite world", "seed-based", "deterministic random", "tile generation", "chunk loading", "procedural terrain", "hash-based generation", "world seed", or when debugging inconsistent procedural results across machines/sessions.

2026-04-04