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world-generation
Motto: The world grows where curiosity leads.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Motto: The world grows where curiosity leads.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
Portable tokens of capability, identity, and access
The grammar rules that make MOOLLM's file system object-oriented. Plural directory names declare element type; UPPERCASE marker files declare interface exports (COM-style, minus the UUIDs); directories are implementation classes exporting every interface whose marker file sits at their root.
Mother skill for platform-descriptor sister skills. Defines what a BIOME is — a bounded region of an ecosystem (coexisting, exchanging, never isolated) for one platform you operate — and what files, subdirectories, and cross-biome bridges every daughter biome inherits.
A skill is documentation that learned to do things.
GNU Emacs as a stateful Lisp machine for agents — daemon, moo-* protocol, emacs.py router, emacs:// URLs, spoken grammar, play-learn-lift.
Schemapedia — schema plugins, families, gateways, formats.yml, mechanism_relations; self-object kernel; delegates to sibling skills.
SOC 職業分類に基づく
| name | world-generation |
| description | Motto: The world grows where curiosity leads. |
| license | MIT |
| tier | 1 |
| allowed-tools | ["read_file","write_file"] |
| related | ["room","character","incarnation","container","adventure","party","constructionism","empathic-templates"] |
| tags | ["moollm","procedural","creation","dynamic","exploration"] |
Dynamic world creation — questions create places. "The world grows where curiosity leads."
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*
# 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"
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
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
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
Directories carry behavioral defaults that children inherit:
| Parent Directory | Children 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 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
| Pattern | Structure | Use Case |
|---|---|---|
| Twisty maze | Randomized connections | Challenge, getting lost |
| Grid | Regular X/Y layout | Cities, chessboards |
| Star | Hub with spokes | Crossroads, central plaza |
| Loop | Circular path | Racing, time loops |
| Tree | Branching, dead ends | Dungeons, boss rooms |
| Web | Many cross-connections | Complex social spaces |
| Tower | Vertical stack + horizontal branches | Buildings, department stores |
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:
Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
- Forge room
- Living quarters
- Connected to market/
Action: DIG
Creates: tunnel/ or cellar/
- Connects to current room
- Darkness, rough-hewn walls
- Possible discoveries
Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
- Contains the tome
- Appropriate guardians
- Connected via discoverable path
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
generation_state:
seed: 42 # Reproducibility
style: "fantasy" # World genre
generated_places: [] # What exists
pending_exits: [] # Named but not yet created
topology: "organic" # Generation pattern
| Skill | Integration |
|---|---|
| room | Generated places are rooms |
| adventure | World generation serves the adventure |
| character | NPCs generated with their locations |
| worm | Worms can trigger generation by crawling |
> 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...