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SimHacker

world-generation

by SimHacker

MOOLLM

8🍴 2📅 Jan 24, 2026

SKILL.md


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]

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
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
dungeon/Cells, guards, escape themes
garden/Outdoor, weather, growing
library/Books, quiet, knowledge
market/Vendors, crowds, commerce

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

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...

Score

Total Score

60/100

Based on repository quality metrics

SKILL.md

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0/10
人気

GitHub Stars 100以上

0/15
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3ヶ月以内に更新がある

0/10
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10回以上フォークされている

0/5
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オープンIssueが50未満

+5
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+5
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0/5

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