agentsclimarketplace

Map seed

Skill dylanmccavitt/loom/skills/map-seed

Loom — a cross-harness, self-improving agent pack (OMP, Codex, Claude Code)

Install
npx -y skills add dylanmccavitt/loom --skill map-seed

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Plans around fixed constraints, runs a fast throwaway prototype, retros what worked versus what didn't, then restarts carrying the learnings instead of polishing a doomed first run. Use when the user wants to prototype or de-risk a design before committing, work out the kinks under fixed or awkward constraints, or run a quick throwaway then iterate.

SKILL.md

4.2 KB, as published. Nobody here has run it

Map Seed

In Factorio you don't fight the terrain you were dealt — you plan around the cliffs and the thin ore patches, run a fast game to learn the layout, and if the seed turns out doomed you reroll and start fresh carrying what you learned, rather than grinding a base that can never scale.

A map-seed run is throwaway code that answers a design question under constraints you can't change. The answer is the only keepsake; the run itself gets deleted. The point is to de-risk a design before committing — not to ship the prototype.

1. Read the terrain — plan around fixed constraints

Name the constraints you are stuck with in this run — a legacy or third-party API, a fixed schema, a hard deadline, a platform limit, a data shape you don't own — in one line at the top of the prototype. You plan around these, not against them: mock or stub the awkward piece (an in-memory fake of the legacy API, a hardcoded sample of unfetchable data) so the run can still answer its question. The constraint is the terrain; the question is "given this terrain, does the design hold?"

2. Run a throwaway prototype — pick a branch

Identify which question is being answered — from the prompt, the surrounding code, or by asking if the user is around.

  • "Does this logic / state model feel right?"LOGIC.md. A tiny interactive terminal app that pushes the state machine through cases that are hard to reason about on paper.
  • "What should this look like?"UI.md. Several radically different UI variations on a single route, switchable from a floating bottom bar.

If genuinely ambiguous and the user isn't reachable, default to whichever branch matches the surrounding code (backend module → logic; page/component → UI) and state the assumption at the top of the prototype.

3. Retro the run

When the run has driven the question hard, stop and retro it:

  • What worked — the parts of the design that held up under real cases.
  • What didn't — where a constraint bit harder than expected, where the model felt wrong.
  • What to keep — the validated decisions. The answer is the only thing worth keeping; the throwaway code is not.

4. Reroll the seed — restart fresh carrying the learnings

If the retro shows the first run was built on a doomed footing, do not polish it. Reroll: throw the run away and start a fresh, minimal one that bakes in what the last run taught you. Loop until a run answers the question cleanly, then stop — the loop is for learning, not for building.

5. Fold the findings into blueprint

The validated decisions fold back into blueprint (the spec) as decision-encoding notes — why the design landed where it did, plus the constraints it had to plan around. A map-seed prototype never ships to production directly: it was written under throwaway constraints, so its verdict graduates into the spec and the code is deleted.

Rules that apply to every run

  1. Throwaway from day one, clearly marked. Locate it next to what it prototypes for, named so a casual reader sees it's a prototype; obey existing conventions, don't invent new structure.
  2. One command to run via the project's task runner.
  3. No persistence by default. State lives in memory; if the question is persistence, use a scratch store named "PROTOTYPE — wipe me".
  4. Skip the polish. No tests, no error handling beyond what makes it runnable, no abstractions.
  5. Surface the state. After every action (logic) or variant switch (UI), render the full relevant state.
  6. Delete or absorb when done. Never leave it rotting in the repo.

Routes elsewhere

  • Writing the final PRD/spec → blueprint (map-seed only feeds it findings).

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.