Openclaw Repair Sweep
openclaw/openclaw
Run scoped OpenClaw issue/PR repair campaigns: coordinate workers, prove root causes, and land or close verified work under the requested authority.
Build or repair a reusable scene component through a live LunCoSim Editor session.
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoring --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/interactive-component-authoring .claude/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.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/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .claude/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoringType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoring --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/interactive-component-authoring .agents/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .agents/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoring --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/interactive-component-authoring .cursor/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .cursor/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/LunCoSim/lunco-sim.git --path skills/interactive-component-authoring--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoring --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/interactive-component-authoring .gemini/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .gemini/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoringInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/interactive-component-authoring .github/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .github/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install LunCoSim/lunco-sim interactive-component-authoring --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/LunCoSim/lunco-sim.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/interactive-component-authoring .opencode/skills/interactive-component-authoring && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "interactive-component-authoring" agent skill from https://github.com/LunCoSim/lunco-sim/tree/main/skills/interactive-component-authoring into .opencode/skills/interactive-component-authoring/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "interactive-component-authoring", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
interactive-component-authoringBuild or repair a reusable scene component through a live LunCoSim Editor session.
Interactive Component Authoring is an agent skill from LunCoSim/lunco-sim. Build or repair a reusable scene component through a live LunCoSim Editor session. Use when the work must be decomposed into small component tasks, checked visually after each task, and verified with typed USD queries and Rhai tests. This is the normal cycle for assemblies; do not use a whole vehicle batch as the editing unit.
Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/mission-engineering-quality.md`).
The repository describes itself as: Collaborative Multiphysics Cosimulator For Space Missions 🌎🚀🌚. The licence is Apache-2.0.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit d1c6f00. It shows what the files ask for, not the result of running them.
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.
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.
Links to these hosts (documentation or services it may open):
openusd.orgdocs.blender.orggithub.comhelp.autodesk.comhelp.solidworks.comdoc.comsol.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Interactive Component Authoring loads about 4.4k tokens when it runs, and up to ~8.3k if it reads all its reference files. Until then it costs about 90 tokens; SKILL.md has 2,119 words of instructions outside code blocks.
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.
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.
The full file from LunCoSim/lunco-sim at commit d1c6f00, republished under its Apache-2.0 licence (© LunCoSim). 2,119 words, ~4,373 tokens.
.claude/skills/interactive-component-authoring/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.This is the repository's agreed editing rule for realistic assemblies. The simulator is an interactive workbench, not a batch USDA generator. Keep the headful production session open, edit one component at a time, inspect what the user can see, and stop at every checkpoint that can change the design.
Use this skill with edit-usd-assembly for the
Editor lifecycle and assembly-quality for
dimensions, frames, collision and visual gates. For a new reusable asset also
read author-usd-component.
For a mission or operations-facing model, read the tailored mission and engineering quality gates before choosing component boundaries or fidelity. It adds ConOps, interface, fault, verification/validation, deterministic replay, and configuration baseline checks without introducing a vehicle-specific workflow.
Keep one production Editor session open for the assembly and use Editor Perspective for every authoring checkpoint. The unit of progress is one component task, not a vehicle-wide script. After each task, stop and inspect the live projection; do not begin the next component until the typed readback and the Rhai gate agree with what is visible. This is the short interactive loop the agent must run itself, even when the user is not watching the terminal:
For each component, in order:
discover the exact USD document, preview, view, edit target and generation
-> define the component contract and its local datum in SI metres
-> build one pure Rhai plan using typed USD operations
-> review and commit that one component change
-> wait for projection_ready and the matching projected generation
-> query the authored/composed prims, bounds, relationships and schemas
-> inspect the focused Editor view and capture a project-local screenshot
-> run the component's source-backed Rhai requirement gate
-> show the checkpoint / collect feedback before the next component
-> save only after the visual and typed gates agreeIf a component is wrong, change only that component (or its explicit mount contract), re-project it in the same session, and repeat the checkpoint. Do not accumulate several speculative edits and then ask for a final review. When a task genuinely needs multiple dependent parts, make the dependency boundary explicit (for example, a wheel and its strut), run the local gate, then continue with the next separately named task.
Do not queue a bus, tanks, legs, engines, ramps and panels into one unobserved call. A component task may contain the minimum atomic operations needed for that component (for example a wheel plus its strut and mount), but it must produce its own projection, typed evidence and Rhai verdict. Then run an assembly integration gate that checks placement, symmetry, clearances, references, joints and cross-component wiring; an isolated component pass does not prove its mounting.
All editable artifacts use the same lower contract in lunco-doc and
lunco-doc-bevy: a stable DocumentId, monotonically increasing generation,
typed reversible DocumentOp, an atomic grouped-apply boundary, optimistic
parent-generation checking, journal provenance, lifecycle notifications, and
generic undo/redo/save/fork/close verbs. This substrate is the source of
shared Editor behaviour; a format must not grow a private history stack,
active-tab fallback, or second document identity.
Each format adapter implements only what is format-specific:
| Format | Adapter owns | Rhai facade owns |
|---|---|---|
| USD | OpenUSD composition, EditTarget/layer opinions, typed ops, projection and viewport readiness | target resolution, dry plans, proposal/review, component workflow, visual checkpoint |
| Modelica | source/AST/diagram lowering, parse scheduling, compile state and runtime projection | operation constructors, generation cursor, compile checkpoint, model/diagram UX |
| SysML/KerML | UTF-8 source ranges, parser/resolver snapshot and source-set validation | source edit plans, requirement/verification policy, traceability checkpoint |
| Rhai | script document source, UTF-8 edits and hook lifecycle | authored scenario/tool policy and test verdicts |
| Shaders/other text domains | existing parser/compiler and resource owner (WGSL currently CreateShader/ImportShader) | add a source-edit facade only after a document adapter; never write shader files from a generic tool |
The dynamic tool boundary is assets/scripting/tools/*.rhai. A tool is
discoverable and hot-reloadable by name; it may call only the public cmd /
query surface and reusable prelude helpers. New format support should add a
small adapter plus a Rhai facade, not a vehicle-specific Rust builder or a
copy of the USD/Modelica history machinery. authoring_session is the common
facade for capability discovery, dry planning, grouped apply, checkpoint,
undo and redo.
Every adapter must expose the same interaction invariants:
cmd.undo/redo target the same document id; save is a
separate approval. There is no implicit active document, alternate writer,
silent retry, or fallback format.For Editor UX, keep a single session visible while this cycle runs. The user should see the dry operation count and affected identities, then one coherent change, the projection result, diagnostics and the undo affordance. Selection, camera and view state are presentation state and must survive a source edit; they are never encoded as an extra authored operation.
Before opening an Editor document for a component, perform a short written analysis and keep it next to the Twin source. The analysis is part of the component contract, not an informal design note. For every component record:
source, rationale, units, and verification relationship; andUse a separate requirements/<component>_requirements.sysml and
scenarios/tests/<component>_requirements.rhai for every independently
reusable or articulated component. The SysML file is the single source of
truth for names, dimensions, limits and provenance; the Rhai test loads it via
sysml_requirements::source() and must not repeat numeric literals. Keep the
test fixture and component asset detached from the parent assembly so either
can be opened and verified independently. The parent assembly gets a separate
integration requirement file that checks only instance placement, symmetry,
clearance, joints, and cross-component wiring.
Do not start detailed geometry when the source or datum is unresolved. Record the uncertainty as a failing requirement or an explicitly named study assumption and stop at that component checkpoint; do not silently invent a fallback dimension. This produces an auditable chain:
source evidence -> SysML requirement -> Rhai composed-stage check
-> detached USD component -> assembly integration checkApply this order to every mission, vehicle, habitat, payload, or other model; it is not tied to a particular Twin:
reference, derived, or study-assumption), and
the SI-unit conversion. Unresolved facts are visible failing requirements,
never silent defaults.assembly_edit, assembly_builder, component and
measurement facades. Use a pure Rhai plan and typed USD operations; let the
document owner maintain ordered transforms, schemas and composition. If a
needed standard operation is absent, stop with a loud Rust capability-gap
report and add only the smallest generic feature.The required handoff is therefore an auditable set of artifacts, not just a final screenshot: an analysis/source record, one SysML contract and Rhai gate per detached component, the USD component files, an assembly contract/gate, and a whole-system test report.
Start with the root datum and contract, then use a dependency order that keeps each checkpoint understandable:
The component owns local geometry, material targets, collision envelope, mass and named attachment frames. The assembly owns references, placement, instance overrides, symmetry, host-facing joints and cross-component links. SysML owns the requirement intent, Modelica owns continuous equations, Rhai owns observation/policy, and Rust owns only generic typed substrate. Never create a vehicle-specific Rust builder or a second scene graph to make a checkpoint convenient.
These are workflow principles, not a request to import a private CAD file or to copy another tool's scene model:
| Reference practice | LunCoSim rule |
|---|---|
| Blender separates Object transforms from Edit Mode geometry; unapplied scale can make downstream dimensions ambiguous. | Establish the component datum, apply/normalize transforms through the typed Editor operation, then measure the composed result. Never hide a scale error in a child translation. |
| FreeCAD Part Design uses a Body, local coordinate system, datum geometry and an ordered feature history. | Give each reusable component one root, one local frame, explicit mount datums and a reviewable Rhai plan. Keep operations incremental and named rather than a flattened mesh dump. |
| Fusion 360 treats a Component as the unit with its own origin, coordinate system, timeline, joints and parts-list identity; external components are referenced into assemblies. | Keep independently reusable parts in separate Twin assets and compose them by typed USD references and named sockets. Preserve source identity and edit the assembly's placement, not a flattened copy. |
| SOLIDWORKS recommends mating to one or two common references, avoiding loops/redundant mates, fixing errors early and solving detail in subassemblies. | Anchor components to explicit assembly datums/sockets, avoid duplicate constraints, fail immediately on ambiguous frames, and verify each subassembly before the top-level assembly. |
| COMSOL keeps a geometry sequence and named selections so later physics/material/mesh nodes remain associated after geometry changes. | Use stable USD paths, named frames, sockets, collections and standard schemas as the selection/association boundary. Requirement checks must query those identities, not leaf-name guesses or screenshot pixels. |
| OpenUSD composes encapsulated assets through references, payloads and variants, and evaluates transforms through the ordered xform-op stack. | Use the existing typed reference/variant/payload tools and transform planners. Let the USD owner maintain xformOpOrder; never hand-edit USDA or patch a generated file behind an open document. |
Primary references:
assembly_edit,
assembly_builder, component_editor and measurement facades.RegisterToolLibrary, prove a real
namespaced call, and reuse it for the next component.UndoDocument/RedoDocument for feedback and keep save as an explicit
approval boundary..usd/.usda text directly, write a shadow USDA file, mutate
ECS state to make a preview look correct, or restart the app between every
component.sysml_requirements::source() and report every
missing, stale or unavailable fact as a visible failure.Record one short entry per component: document/preview/view handles, source file, edit target and generation; changed paths and operation count; queried dimensions/frames/relationships; screenshot path; Rhai requirement report; and the next feedback decision. A final handoff lists the component gates and the assembly gate separately, plus any known runtime or visual blocker.
© LunCoSim, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file (references) in skills/interactive-component-authoring of LunCoSim/lunco-sim.
Open the folder on GitHubat commit d1c6f00
Interactive Component Authoring 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Interactive Component Authoring this skillLunCoSim/lunco-sim | 105 | — | ~4.4k | Automated safety check: Pass | Apache-2.0 | |
| Openclaw Repair Sweepopenclaw/openclaw | 392k | — | ~1.8k | Automated safety check: Pass | MIT | |
| Hermes Agent Skill AuthoringNousResearch/hermes-agent | 252k | — | ~3.6k | Automated safety check: Pass | MIT | |
| Configuring Oauth2 Authorization Flowmukul975/Anthropic-Cybersecurity-Skills | 34k | — | ~1.7k | Automated safety check: Pass | Apache-2.0 | |
| Authoring Skillsvercel/next.js | 143k | — | ~1k | Automated safety check: Pass | MIT | |
| Interactive Film AuthoringNarcooo/inkos | 10k | — | ~774 | Automated safety check: Pass | AGPL-3.0 |
openclaw/openclaw
Run scoped OpenClaw issue/PR repair campaigns: coordinate workers, prove root causes, and land or close verified work under the requested authority.
NousResearch/hermes-agent
Author in-repo SKILL.md files: frontmatter and structure. An agent skill from NousResearch/hermes-agent.
mukul975/Anthropic-Cybersecurity-Skills
Configures secure OAuth 2.0 authorization flows, including Authorization Code with PKCE, Client Credentials, and Device Authorization Grant, covering flow selection, PKCE implementation, token…
vercel/next.js
How to create and maintain agent skills in .agents/skills/. An agent skill from vercel/next.js.
Narcooo/inkos
Method for writing interactive film and game scripts with branching story trees, state variables, producible nodes, multiple endings and consistent assets.
abpframework/abp
ABP permission system - PermissionDefinitionProvider, [Authorize] attribute, CheckPolicyAsync, IsGrantedAsync, ICurrentUser, IPermissionManager, multi-tenancy side.
LunCoSim/lunco-sim
Generate concise LunCoSim nightly GitHub release notes with platform downloads, installation guidance, an AI-agent mission prompt, and a changelog link.
LunCoSim/lunco-sim
Build or review a componentized LunCoSim USD assembly with a realistic, dimensionally checkable presentation.
LunCoSim/lunco-sim
Author and review LunCoSim behavioral, asset-backed, component, mission, visual, and requirements-verification tests.
LunCoSim/lunco-sim
Create, extend, register, or debug a reusable LunCoSim Rhai tool library for live USD authoring, component linting, inspection, or test support.
LunCoSim/lunco-sim
Author an interactive tutorial, guided lesson, onboarding flow, coach-mark tour, or objectives checklist in LunCoSim.
LunCoSim/lunco-sim
Find existing LunCoSim capabilities before declaring a feature missing, unsupported, or impossible.
Build or repair a reusable scene component through a live LunCoSim Editor session. Interactive Component Authoring is an agent skill from LunCoSim/lunco-sim. Build or repair a reusable scene component through a live LunCoSim Editor session.
Interactive Component Authoring fits situations like: the work must be decomposed into small component tasks; checked visually after each task; verified with typed USD queries and Rhai tests.
Run `npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a claude-code`. Or copy the skill folder (skills/interactive-component-authoring in LunCoSim/lunco-sim) into .claude/skills/interactive-component-authoring in your project. Claude Code loads it when a task matches its description.
Run `npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a codex`. Or copy the skill folder (skills/interactive-component-authoring in LunCoSim/lunco-sim) into .agents/skills/interactive-component-authoring in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add LunCoSim/lunco-sim --skill interactive-component-authoring -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/interactive-component-authoring, .gemini/skills/interactive-component-authoring, .github/skills/interactive-component-authoring and .opencode/skills/interactive-component-authoring in your project.
SKILL.md names no scripts, command-line tools or credentials: Interactive Component Authoring is instructions for the agent only.
SKILL.md names 6 domains. As links in the text: openusd.org, docs.blender.org, github.com, help.autodesk.com, help.solidworks.com and doc.comsol.com. This is read from the text; nothing was executed.
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.
Interactive Component Authoring is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.4k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.9k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Interactive Component Authoring: Openclaw Repair Sweep (openclaw/openclaw, 392k stars), Hermes Agent Skill Authoring (NousResearch/hermes-agent, 252k stars), Configuring Oauth2 Authorization Flow (mukul975/Anthropic-Cybersecurity-Skills, 34k stars) and Authoring Skills (vercel/next.js, 143k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
LunCoSim (a GitHub organization) maintains it in LunCoSim/lunco-sim, which has 105 GitHub stars. The repository holds 38 skills in this directory. The repository was last updated on October 7, 2026.
Source: LunCoSim/lunco-sim on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.