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env-toolchain
Use for Crewrift-specific env toolchain recipes when optimizing a player.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use for Crewrift-specific env toolchain recipes when optimizing a player.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use when improving a Coworld player through one diagnosed failure and completed comparison evidence.
Use when compiling, validating, and uploading a notsus change as a new Crewrift policy version.
Use when decoding a Crewrift replay for authoritative deaths, survival, movement, roles, tasks, or rewards.
Use when verifying that the notsus Bedrock vote advisor fires before an advisor-sensitive evaluation.
Use when classifying a stuck, failed, empty, or zero-scoring evaluation as infrastructure or policy failure.
Use when finding and statistically confirming a reproducible Crewrift crux before changing the policy.
| name | env-toolchain |
| description | Use for Crewrift-specific env toolchain recipes when optimizing a player. |
On-demand recipes (1). Trigger→action heuristics; pull the relevant one when its situation arises.
crewrift
To run Crewrift locally without Docker: install Nim and sync the lockfile (nimby use 2.2.10; nimby sync -g nimby.lock), start the server with COGAME_HOST/COGAME_PORT/COGAME_CONFIG_URI pointing at the repo config.json via nim r src/crewrift.nim, build the example bot nim c players/notsus/notsus.nim, and run at least 8 bots each connecting to ws://localhost:2000/player?slot=$i&token=$token. The local config.json deliberately differs from tournament: maxGames 1 with a kill cooldown of 100 ticks (SHORTER than the manifest default of 500, so local kill-cooldown timing does NOT match tournament when tuning imposter aggression); a fixed deterministic 8-slot roster of 6 crew + 2 imposters with slots 6 and 7 always imposters (pink/orange); and non-secret placeholder dev tokens (do not treat as secrets, but do not reuse the pattern for hosted sessions). Stop the game server BEFORE killing agent clients to dodge an upstream cleanup bug: killing clients with pending whispers first makes Sim.tickWhispers clear pendingWhisperEntry on an already-disconnected player and crash. A standalone bot with its own reconnect loop is more resilient for long runs than a multi-process launcher that propagates a GUI flag to all children and kills all of them when any one exits.
sources: bitworld/among_them/players/mod_talks/DESIGN.md, bitworld/among_them/players/mod_talks/LLM_SPRINTS.md, coworlds/coworld-crewrift/README.md, coworlds/coworld-crewrift/config.json (+1)