Agent skill

Tinyworld Tile Variation

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…

AGPL-3.0Auto-check passedGame Development

Install Tinyworld Tile Variation

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

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

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-tile-variation --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-tile-variation .claude/skills/tinyworld-tile-variation && 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-tile-variation
GitHub stars
1.6k
Token cost
~2.4k tokens
SKILL.md length
1,271 words
Files
2
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…

  • Works in 2 steps: Continuous Mesh (landscapeMeshMode =… → Chunky/Voxel Tiles (landscapeMeshMode =…
  • Changing Tiny World Builder tile/object repeat-click behavior
  • SKILL.md covers Terrain Styling Options…, LandscapeEngine Mesh Mode &… and Castle/turret auto-promotion…
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Tinyworld Tile Variation is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

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

When your agent uses it

  • Changing Tiny World Builder tile/object repeat-click behavior
  • Terrain stacking
  • Floors/intensity
  • Monument Valley-like height/detail growth

Example prompts

  • “/tinyworld-tile-variation”

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Continuous Mesh (landscapeMeshMode = true): The normal tile grid is hidden, and the high-fidelity continuous terrain mesh is rendered. Ray…
  2. Chunky/Voxel Tiles (landscapeMeshMode = false): The terrain is rendered as standard discrete tiles (low-poly panels or voxel columns). To…

What it can do on your machine

Read from SKILL.md and the folder at commit a2a1129. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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 Tile Variation loads about 2.4k tokens when it runs. Until then it costs about 54 tokens; SKILL.md has 1,271 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~54
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k

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 a2a1129, republished under its AGPL-3.0 licence (© jasonkneen). 1,271 words, ~2,366 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-tile-variation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
tinyworld-tile-variation
description
Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.

Tiny World Tile Variation

Use separate terrain and object layers:

  • terrainFloors: ground height only.
  • floors: object/building intensity only.

Expected behavior:

  • Re-clicking the same object kind increases floors up to MAX_FLOORS.
  • Terrain tools on empty terrain cells should stack height using terrainFloors.
  • Raised terrain should lift the tile top and any object on that cell via terrainRiseAt.
  • Terrain height changes must rebuild the visible tile mesh immediately, even when terrain/kind did not change.
  • Object intensity changes must rebuild the object mesh, not the ground mesh.
  • Object variations should remain the same kind unless a schema change is explicitly requested.
  • Same-kind rock neighbours should blend by neighbour strength, not render as identical stamped cells.
  • Terrain surface detail should stay batched/instanced per tile. Add grass blades, pavers, scuffs, pebbles, or flowers through lightweight instanced detail layers, not individual loose meshes per fleck.
  • Authored terrain texture variants from image sheets live under textures/terrain-variants/ and are regenerated by tools/slice-terrain-variants.mjs from textures/terrain-variants/source/tw.png. Keep crop changes in the slicer manifest so the source sheet, crop coordinates, and runtime texture keys stay reviewable. Runtime terrain mixing is render-only: terrainSheetVariantMaterial() chooses a deterministic per-cell texture variant from x,z and does not add saved world fields. Do not stretch one crop over a whole board cell; repeat authored crops at voxel scale (typically 4x4 for grass/dirt/water, 2x2 for path/stone/wood) so the texture reads as surface material, not a big tile sprite.
  • Stone terrain defaults to the masonry/castle-block surface, while rock props default to rock-face. Keep terrain defaults and linked model defaults separate so walkways do not inherit boulder texture treatment and rocks do not inherit walkway brickwork unless the user explicitly changes the linked surface texture.
  • Heavy terrain such as path and stone can have a render-only kerb drop through terrainVisualRiseForCell; water sits one top-cap height lower via WATER_SURFACE_DROP = TOP_H while its rim/shore strips stay at the tile edge, and dirt can sit slightly raised through the same terrainSurfaceOffset path. Do not store these visual offsets in terrainFloors or saved world data.
  • Heavy terrain kerb strips must render only on exposed paved edges. Use sameTerrainEdgeFamily for path/stone joins so continuous paths, roads, and plazas do not get brick strips across the travelled surface.
  • Castle/tower/default stone wall textures should read as tight masonry courses. Avoid giant square procedural blocks or very low UV repeat scales; they read like repeated windows on tall walls.
  • Waterfall curtains, surface sheets, falling cubes, and froth should start from the lowered water surface (topY after terrainSurfaceOffset), not from the tile rim height.
  • Sunken water bank/rim strips should be suppressed on spill/waterfall sides; those edges must remain open so the water reads as falling over the edge rather than blocked by bricks.

Fence levels:

  • 1: normal wood fence.
  • 2: taller wood fence.
  • 3: wire fence.
  • 4: stone/rock wall.
  • 5+: steel wall.

Implementation guardrails:

  • Do not add new saved fields unless necessary; prefer floors. Per-cell visual-only overrides may use appearance when the user explicitly needs immediate editable colours (e.g. tower bodyColor / topColor).
  • If adding a new visual variation, route it through the factory for the existing kind.
  • Rock and hill variants need visible contact skirts/talus at tile level so stacked or connected geometry reads grounded.
  • Connected fence/wall rails should overlap tile boundaries slightly; never leave visible gaps in a run.
  • Treat fences as square-edge overlays. New authored/generated fences live in cell.extras as { kind: 'fence', fenceSide: 'n|e|s|w' }, so a square can have 0-4 fenced sides while keeping its terrain/object identity. Legacy primary kind: 'fence' cells may still render, but do not make them the new authoring path.
  • Generated/random-island resource enclosures should fence the owning resource cells' boundary edges: crop plots use garden-style level-1 fence extras, animal pens use taller wood level-2 fence extras, and a gate is a visibly open two-leaf appearance.fenceStyle: 'gate' edge with taller posts and a red marker, facing a path. The gate hinge line belongs on the fenced cell border; only the open leaves swing inward. Crop and animal components stay separate; shared crop/animal boundaries should be fenced, not treated as gates. Do not let ordinary farm enclosures automatically score as a Defensive Ring; that trait belongs to edge, stone/high-ground, watchtower, or spotlight security context. Do not emit empty/random fence-only cells as field scatter or generic defense; fence extras should belong to the enclosed crop/animal cell unless the user is manually authoring a fence.
  • Generated corner towers use the existing cell transform path for door direction. The stone/voxel tower door is local +z; random-island towers should set transform.rotationY so that face points inward toward the island center/core rather than adding a separate saved door-side field.
  • Do not let addEnhancementBits double-scale a kind that now handles its own levels internally.
  • Do not use object floors to raise ground. Old saves may overload floors; migrate object cells to terrainFloors: 1.

Validation:

  • Same-kind manual placement should visibly change detail/height.
  • Repeated terrain placement on an empty cell should raise the tile.
  • Repeated object placement should keep terrainFloors unchanged and alter only the object.
  • Objects should sit on raised terrain when rendered.
  • Selection-panel property chips should apply immediate local changes through setCell when the renderer supports the property; do not fake direct controls by only writing prompts.
  • Houses placed on path or water must preserve that terrain and render on an underpass/stilt base; do not coerce those tiles back to grass.
  • Same-terrain repeat placement should be visible before refresh/reload.
  • House clusters only merge plain kind: 'house' cells with no buildingType. Forced variants such as manor, tower, turret, and skyscraper are visual cluster boundaries; do not let linear/composite/square cluster detection traverse through them, or the merged house mesh can overlap the separate forced-variant mesh.
Show full SKILL.md (338 more words)Show less

Terrain Styling Options (Low-poly vs Voxel)

The board can render terrain in two main visual styling modes:

  • Low-poly flat panels: When renderVoxelTerrain is false, the ground renders as smooth flat-shaded panels.
  • Voxel columns: When renderVoxelTerrain is true, the terrain is subdivided and rendered as voxel columns based on the resolution in renderTerrainVoxelResolution (e.g., '4', '6', '8', '12', or 'mixed').

The Generate Modal includes a "Terrain style" selector that maps these options to global rendering variables and persists them before generating the world, allowing the user to easily switch and view the generated world in their preferred style.

LandscapeEngine Mesh Mode & Chunky Toggle

When useLandscapeEngine is true (the world data is generated from or compatible with the LandscapeEngine seed), the engine can render in two visual modes, toggleable via the "Continuous landscape mesh" setting:

  1. Continuous Mesh (landscapeMeshMode = true): The normal tile grid is hidden, and the high-fidelity continuous terrain mesh is rendered. Ray picking, objects, vehicles, and crowd sprites sit on the mesh using landscapeHeightAtCell(globalX, globalZ).
  2. Chunky/Voxel Tiles (landscapeMeshMode = false): The terrain is rendered as standard discrete tiles (low-poly panels or voxel columns). To match the continuous mesh, vertical heights are scaled up: terrainRiseForLevel(level) returns (level - 1) * 1.12 units per floor (matching the mesa levels of the LandscapeEngine) instead of the standard 0.20. Object placement is not flattened (flattening guards are skipped when useLandscapeEngine is true), allowing all trees, houses, fences, and roads to render at their correct three-dimensional canyon elevations.

Castle/turret auto-promotion (disabled)

Fences and houses must not change automatically based on neighbours. CASTLE_AUTO_PROMOTION = false in 16-drop-anim-adjacency.js gates isTurretHouse() and isCastleFence() (both early-return false), so:

  • A plain house never auto-becomes a turret at a fence corner.
  • A fence never auto-becomes a connected castle-wall segment when a turret-house is nearby; it always renders via makeFence(side, level).

Unaffected: the explicit Castle house variant (buildingType: 'turret' -> makeTurret) and fence levels (1-2 wood, 3 wire, 4 stone wall, 5+ steel boundary) which come from makeFence, not the castle path. To re-enable the old auto-castle behaviour, flip the flag to true.

© 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

SKILL.md and 1 other file in .codex/skills/tinyworld-tile-variation of jasonkneen/tiny-world-builder.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit a2a1129

Compare with similar skills

Tinyworld Tile Variation 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 Tile Variation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Tile Variation this skilljasonkneen/tiny-world-builder1.6k—~2.4kAutomated 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

Similar skills

  • Image to Three.js Model

    img2threejs/img2threejs

    Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.

    18k GitHub starsUsed in 1 repo~8.2k tokens
    Game DevelopmentAuto-check passed
  • Web Clone

    Jane-xiaoer/claude-skill-web-clone

    网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…

    1k GitHub starsUsed in 1 repo~2.7k tokens
    Game DevelopmentAuto-check passed
  • Threejs Game Director

    majidmanzarpour/threejs-game-skills

    Entrypoint for building, upgrading, and finishing Three.js browser games.

    2.5k GitHub stars~2.2k tokensUpdated 11 days ago
    Game DevelopmentAuto-check passed
  • Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.

    7.1k GitHub stars~2.8k tokensUpdated 7 days ago
    Game DevelopmentAuto-check passed
  • Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…

    1.2k GitHub starsUsed in 1 repo~1.4k tokens
    Game DevelopmentAuto-check passed
  • Uloop Execute Dynamic Code

    CyberAgentGameEntertainment/NovaShader

    Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.

    1.6k GitHub starsUsed in 1 repo~1.9k tokens
    Game DevelopmentAuto-check passed

More from jasonkneen/tiny-world-builder

All 29 skills in this repo
  • Lightweight 3D Effects

    jasonkneen/tiny-world-builder

    Lightweight 3D effects for decorative elements and micro-interactions using Zdog, Vanta.js, and Vanilla-Tilt.js.

    1.6k GitHub starsUsed in 1 repo~5.7k tokens
    Auto-check passed
  • Threejs Primitive Reconstructor

    jasonkneen/tiny-world-builder

    create robust, browser-runnable three.js primitive reconstructions from static low-poly, voxel, isometric, or stylized game-art reference images.

    1.6k GitHub stars~1.1k tokensUpdated today
    Auto-check passed
  • Poly Pizza API

    jasonkneen/tiny-world-builder

    A skill your agent uses whenever an LLM agent needs to search, browse, or download 3D models from Poly Pizza (poly.pizza) using their REST API.

    1.6k GitHub stars~1.9k tokensUpdated today
    Auto-check passed
  • Tinyworld Block Button Style

    jasonkneen/tiny-world-builder

    A skill your agent uses when styling any tool/block button, palette tile, icon chip, or new clickable square in Tiny World Builder.

    1.6k GitHub stars~2k tokensUpdated today
    Auto-check passed
  • Tinyworld Ghost World Gen

    jasonkneen/tiny-world-builder

    A skill your agent uses when changing ghost board generation, path / road / river continuity, deterministic regen, edge connections, or anything that runs inside makeGhostWorld in…

    1.6k GitHub stars~1.6k tokensUpdated today
    Auto-check passed
  • Tinyworld Island And Planes

    jasonkneen/tiny-world-builder

    A skill your agent uses when changing the home island layout, edge dressing, undersides, autoincentive sponsor banner (now a top-left logo-adjacent DOM banner), plane/crop-duster flight paths…

    1.6k GitHub stars~4.7k tokensUpdated today
    Auto-check passed

Questions about Tinyworld Tile Variation

What does Tinyworld Tile Variation do?

A skill your agent uses when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like…. Tinyworld Tile Variation is an agent skill from jasonkneen/tiny-world-builder. Use when adding or changing Tiny World Builder tile/object repeat-click behavior, terrain stacking, floors/intensity, fences, rocks, walls, crops, or Monument Valley-like height/detail growth.

When should I use Tinyworld Tile Variation?

Tinyworld Tile Variation fits situations like: changing Tiny World Builder tile/object repeat-click behavior; terrain stacking; floors/intensity; monument Valley-like height/detail growth.

How do I install Tinyworld Tile Variation in Claude Code?

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

How do I install Tinyworld Tile Variation in Codex?

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

Can I use Tinyworld Tile Variation 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-tile-variation -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-tile-variation, .gemini/skills/tinyworld-tile-variation, .github/skills/tinyworld-tile-variation and .opencode/skills/tinyworld-tile-variation in your project.

What does Tinyworld Tile Variation need to run?

SKILL.md names no scripts, command-line tools or credentials: Tinyworld Tile Variation is instructions for the agent only.

Does Tinyworld Tile Variation access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Tinyworld Tile Variation 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 Tile Variation use?

Tinyworld Tile Variation 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 Tile Variation use?

About 2.4k tokens (SKILL.md is roughly 9.5k 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 Tile Variation?

Skills that share tags, products or a category with Tinyworld Tile Variation: 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 Tile Variation?

jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,590 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 9, 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.