Agent skill

Tinyworld Island Viewer

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Island Viewer

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-viewer -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-island-viewer --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/tinyworld-island-viewer .claude/skills/tinyworld-island-viewer && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
tinyworld-island-viewer
GitHub stars
1.6k
Token cost
~1.5k tokens
SKILL.md length
749 words
Files
1
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

  • Changing the first-class Island Viewer shell
  • Calls npm
  • Sequential generated-island viewer routing
  • Viewer-scoped graphics defaults

What it does

Tinyworld Island Viewer is an agent skill from jasonkneen/tiny-world-builder. Use when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The licence is AGPL-3.0.

When your agent uses it

  • Changing the first-class Island Viewer shell
  • Sequential generated-island viewer routing
  • Viewer-scoped graphics defaults

Example prompts

  • “/tinyworld-island-viewer”

What it can do on your machine

Read from SKILL.md and the folder at commit 49e8abd. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npm, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Tinyworld Island Viewer loads about 1.5k tokens when it runs. Until then it costs about 40 tokens; SKILL.md has 749 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~40
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jasonkneen/tiny-world-builder at commit 49e8abd, republished under its AGPL-3.0 licence (© jasonkneen). 749 words, ~1,482 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-island-viewer/SKILL.md (or your agent's skills folder).
name
tinyworld-island-viewer
description
Use when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

TinyWorld Island Viewer

Island Viewer is the first-class generated-island viewing surface:

  • Shell: island-viewer.html
  • Styles: styles/island-viewer.css
  • Generator: scripts/island-viewer-sequential-generator.js
  • Renderer adapter: scripts/island-viewer-engine-runtime.js
  • Controller: scripts/island-viewer.js
  • Compatibility redirect: random-island-preview.html

Rules:

  • Keep the active generator viewer-only and sequential. island-viewer.html should load scripts/island-viewer-sequential-generator.js, not the giant scripts/tinyworld-island-core.js copied random-island bundle.
  • Keep the builder-engine renderer stack active for now. Do not load scripts/island-viewer-renderer.js on island-viewer.html while scripts/island-viewer-engine-runtime.js provides the current look.
  • The sequential layer stack is: all grass, first house, corner towers, paths, extra houses, fenced crops, fenced animals, rock patch, water route, bridge detection, strategic lanterns, plain stone outcrops, trees/bushes, then final weighted infill.
  • The viewer sequential generator must emit schema-valid v:4 world cells, use normal terrain: "path" cells for public path output, and expose TinyWorldIslandGenerator.generate(...) and .profile(...).
  • Do not emit water-bridge or bridgeAxis metadata from the active viewer generator. Bridges are allowed only through the new local detector: after water carving, scan local crossings with path cells on one axis and water cells on the perpendicular axis, then turn only the center water cell into a normal kind: "bridge".
  • Strategic lanterns are native kind: "lamp-post" cells placed after bridge detection. Keep them on empty grass cells that touch exactly two perpendicular path cells, and keep every pair more than 3 Manhattan spaces apart.
  • A manor is a rare native house with buildingType: "manor", not a promoted cottage. Only roll the 25% manor chance after at least three normal houses exist, reserve its footprint during generation, and connect a path from the cell in front of its door back into the existing path network before plots, rocks, water, or lanterns run.
  • Trees and bushes are native kind: "tree" / kind: "bush" decoration placed after the functional path/water/bridge/lamp layers. Only use empty grass cells, keep trees spaced out, and let bushes fill smaller remaining border/garden opportunities without occupying paths.
  • The initial fenced crop plot should keep its four dirt plot cells and fence gates, but each cell rolls independently: 25% empty, otherwise evenly between wheat, corn, carrot, pumpkin, and sunflower.
  • The quarry/rock patch is the canonical ore showcase: its four cells should emit kind: "rock" with appearance.oreMetal covering copper, iron, silver, and gold once each. Extra infill ore may still pick a deterministic metal, but the core patch should visibly expose all four variants. Prefer a 2x2 quarry; if earlier sequential layers leave no legal 2x2 space, place a compact connected four-cell quarry without overwriting paths, water, fences, structures, or reserved manor footprint cells.
  • After the sparse tree/bush pass, run a final weighted infill loop over normal empty buildable cells until none remain. The infill choices should stay within native economy objects: crops, plain stone, ore, sheep/cow, bushes, and trees. Plain stone should be generated by the dedicated outcrop layer and can be extended by this weighted pass, clustered around stone/quarry terrain; do not add a post-pass forced stone correction. Do not fill water, paths, fences, structures, or reserved manor footprint cells.
  • Water route planning must treat path crossings as single-cell crossings per connected path area. Do not let water carve two adjacent path cells or run along the path before turning back into normal terrain.
  • Keep normal viewer chrome minimal. It is not a build screen: visible controls should stay viewer actions such as New Island, Load, and Save.
  • Put grid/seed and graphics controls in the local/developer defaults helper, not in the primary viewer toolbar. Do not expose archetype as a viewer-facing economy or card concept; it is only hidden generator input when a caller passes it explicitly.
  • Generated Island Viewer islands are fixed at 8 x 8.
  • Viewer runtime load applies the normalized 64-cell island once. Do not restore the old clearViewerWorld() + full reapply double pass, and do not force every tile rebuild during initial load. Use the window.__tinyworldIslandViewerLoading guard to suppress interleaved renders, then render once after the island settles.
  • Viewer directional sun defaults to 10.0 (1000%). Migrate the old viewer default 1.1 only when it still looks untouched; user-edited values should stay user-owned.
  • Persist viewer defaults only under tinyworld:island-viewer:*. Do not write viewer graphics into normal builder tinyworld:render:* keys.
  • Use npm run stats:island-viewer -- --count 1000 for on-demand sequential generator sweeps. The CLI loads the shared Raw Yield economy helper plus the viewer generator directly, validates schema/invariants, reports Raw Yield score/rarity/leader/resource summaries, and writes reports under stats-runs/island-viewer-sequential/.
Show full SKILL.md (37 more words)Show less

Validation:

  • npm test
  • npm run build
  • npm run stats:island-viewer -- --count 1000
  • Check /island-viewer or /island-viewer.html: page loads through the builder-engine renderer, generated saves contain no legacy bridge metadata, and the shell does not request scripts/tinyworld-island-core.js or scripts/island-viewer-renderer.js.

© jasonkneen, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .codex/skills/tinyworld-island-viewer of jasonkneen/tiny-world-builder.

Open the folder on GitHubat commit 49e8abd

Compare with similar skills

Tinyworld Island Viewer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Tinyworld Island Viewer compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Island Viewer this skilljasonkneen/tiny-world-builder1.6k—~1.5kAutomated safety check: PassAGPL-3.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Tinyworld Island Viewer

What does Tinyworld Island Viewer do?

A skill your agent uses when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults. Tinyworld Island Viewer is an agent skill from jasonkneen/tiny-world-builder. Use when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.

When should I use Tinyworld Island Viewer?

Tinyworld Island Viewer fits situations like: changing the first-class Island Viewer shell; sequential generated-island viewer routing; viewer-scoped graphics defaults.

How do I install Tinyworld Island Viewer in Claude Code?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-viewer -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-island-viewer in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-island-viewer in your project. Claude Code loads it when a task matches its description.

How do I install Tinyworld Island Viewer in Codex?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-viewer -a codex`. Or copy the skill folder (.codex/skills/tinyworld-island-viewer in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-island-viewer in your project. Codex loads it when a task matches its description.

Can I use Tinyworld Island Viewer in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-island-viewer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tinyworld-island-viewer, .gemini/skills/tinyworld-island-viewer, .github/skills/tinyworld-island-viewer and .opencode/skills/tinyworld-island-viewer in your project.

What does Tinyworld Island Viewer need to run?

Going by SKILL.md and its folder, Tinyworld Island Viewer needs the command-line tools its instructions call (npm).

Does Tinyworld Island Viewer access the network?

SKILL.md contains no URLs. Its commands use npm, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Tinyworld Island Viewer safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Tinyworld Island Viewer use?

Tinyworld Island Viewer is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Tinyworld Island Viewer use?

About 1.5k tokens (SKILL.md is roughly 5.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tinyworld Island Viewer?

Skills that share tags, products or a category with Tinyworld Island Viewer: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tinyworld Island Viewer?

jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,592 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 10, 2026.

Source: jasonkneen/tiny-world-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.