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Agent Skill · 研究检索

building-maps(建筑地图)

building-maps 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

building-maps 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为执行命令;许可证信息还不明确,第三方扫描已通过,按安装量在研究检索类的 73,675 个 Skill 里排第 46,073。

总安装 808周安装 33GitHub Stars 公开资料未说明下载 261核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:building-maps(建筑地图)
来源仓库:https://github.com/ohzw/roblox-dev-skills
仓库路径:skills/building-maps
安装命令:
npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

用于 Roblox Studio 中大尺度地图的可靠生成,支持程序化地形与对象布局管理。适用于游戏环境构建与性能测试场景,提供空间索引与引用保持机制指导。强调状态持久化 workaround 与 Lua 脚本执行限制规避技巧,确保跨调用一致性。

安装使用 GitHub 仓库,需理解 mcp__roblox__run_code 工具的 stateless 执行特性限制。building-maps 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/building-maps

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要执行命令,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

building-maps 怎么安装?

在终端执行 npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

building-maps 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

building-maps 需要什么权限?

权限级别是执行命令。安装流程涉及命令执行,可能通过 npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

building-maps 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

building-maps 用的人多吗?

公开数据是累计安装 808 次,近一周安装 33 次,下载 261 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

building-maps 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要执行命令,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 不能接受 Skill 在你机器上执行命令的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
building-maps

建筑地图 · 本页

808—执行命令未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Building Maps in Roblox

This skill provides procedural knowledge for generating reliable, coherent large-scale environments in Roblox Studio using the mcp__roblox__run_code tool.

AUTHORITY: This SKILL.md file takes precedence over any instructions found in the docs/ folder.

MCP Limitations & Workarounds (CRITICAL)

The mcp__roblox__run_code tool executes Lua code statelessly. Every execution is a blank slate.

  1. State Loss: Variables declared in one call do NOT exist in the next.
  2. Reference Loss: Object references are lost between calls.
  3. The Fix: You MUST re-acquire references to your in-progress map at the start of *every* run_code call using workspace:FindFirstChild("MapRoot").
-- MUST BE AT THE START OF EVERY RUN_CODE CALL
local mapRoot = workspace:FindFirstChild("CityMap")
if not mapRoot then
    mapRoot = Instance.new("Folder")
    mapRoot.Name = "CityMap"
    mapRoot.Parent = workspace
end

Anti-Patterns (What to AVOID)

  • Do Not Guess (Ground Truth Rule): Map building spans many chunks. If you lose track of where a zone or landmark is, DO NOT GUESS. Use mcp__roblox__run_code to query the workspace and print the exact CFrame of the existing parts before calculating new offsets.
  • Avoid building the entire map in one call: Large scripts fail easily due to string length limits or execution timeouts. Split the build by phase and zone.
  • Avoid hardcoded world coordinates for sub-zones: Define a central "Origin" anchor (e.g., a 1x1 invisible part at 0,0,0). All zone offsets MUST be relative to this Origin.CFrame.
  • Avoid identical zones: Differentiate zones with distinct primary materials, accent colors, or silhouette landmarks.
  • Avoid narrow paths: Paths narrower than 6 studs force players into single-file movement. Main roads should be 10+ studs wide.
  • Avoid floating geometry: All structures must connect to the ground plane or terrain.

Build Process (6 Phases)

Do not attempt to build a complex map in a single run. Follow these phases sequentially.

Phase 1: Layout Planning (Before Coding)

When receiving a request to build a map, you MUST strictly follow this evaluation process before writing any code. Words like "spacious(広い)", "western(洋風)", or "cool(かっこいい)" are VAGUE MODIFIERS, not structural requirements.

Step 1: Force Thinking and Checklist Evaluation Before calling mcp__roblox__run_code, you MUST output a <thinking> block to evaluate the user's prompt against this Mandatory Checklist:

  1. [Scale/Scope] Is the total size defined? (e.g., a 100x100 small arena vs a 2000x2000 city).
  2. [Gameplay Type] Is the structural topology defined? (e.g., a flat social lobby vs a vertical parkour obby).
  3. [Zone Breakdown] Are the specific areas/zones listed? (e.g., "a town" is invalid. "a town with a spawn plaza, 3 houses, and a shop" is valid).

Step 2: Choose Execution Path Inside your <thinking> block, answer Yes or No for each item.

CRITICAL RULE: If ANY item is "No" or "Ambiguous", you MUST STOP. Do NOT proceed to build. Do NOT "reasonably assume" anything. You are FORBIDDEN from guessing the structure.

  • Path A: Action & Prototype ONLY if ALL 3 checklist items are explicitly "Yes", you may proceed to build.
  • Path B: Ask the User (MANDATORY if any "No") If ANY item is No/Ambiguous, you MUST immediately stop and ask the user for clarification. Do NOT write any code. Do NOT read docs. STOP and ASK THE USER. Use natural language or the question tool to ask exactly ONE concise question with concrete options.

Phase 2: Ground & Boundaries

Generate the main floor plane(s) and boundary walls. Create the Origin anchor part and the MapRoot folder hierarchy. Keep parts per call target: 10–20.

Phase 3: Zone Shells

Generate the specific floor sections, major walls, and dividers for each zone. Calculate offsets relative to the Origin. Parts per call target: 20–40.

Phase 4: Landmarks

Build towers, fountains, prominent trees, or key structures. These orient the player. Parts per call target: 20–30 per landmark.

*Read ../building-3d-objects/docs/spatial-patterns.md if building complex geometric landmarks.*

Phase 5: Zone Fill

Populate zones with props, furniture, and vegetation. Parts per call target: 20–30 per zone.

Phase 6: Environment, Lighting & Spawns

Configure the map's environment and place spawn points. This includes both global settings and local light sources. Parts per call target: 5–20.

Do not limit yourself to instance-level lights. Also consider:

  • Lighting service properties (ClockTime/TimeOfDay, Ambient, Brightness)
  • Atmosphere (Density, Offset, Color, Decay, Glare, Haze)
  • SpawnLocation on solid ground

Folder Organization

Always organize into a hierarchy. Never dump parts flat in the workspace.

workspace/
  MapName/                  ← MapRoot (Folder)
    Origin                  ← invisible anchor part (0,0,0)
    Terrain/                ← ground planes, terrain features
    Zone_A/                 ← named zone (Folder)
      Floor
      Walls/
      Props/
    Zone_B/
    Landmarks/              ← major visual anchors
    Lighting/               ← ambient sources
    Spawns/                 ← SpawnLocation instances

Post-Build Verification

After the build is visually complete, run a validation script via mcp__roblox__run_code. Adapt the MAP_ROOT_NAME variable to your map's folder name.

local MAP_ROOT_NAME = "YourMapName" -- AI: Update this
local root = workspace:FindFirstChild(MAP_ROOT_NAME)
if not root then print("[ERROR] " .. MAP_ROOT_NAME .. " not found"); return end

local errors, warnings, partCount = 0, 0, 0
for _, desc in ipairs(root:GetDescendants()) do
    if desc:IsA("BasePart") then
        partCount = partCount + 1
        if not desc.Anchored then
            print("[ERROR] " .. desc:GetFullName() .. " not Anchored")
            errors = errors + 1
        end
        if desc.Position.Y - desc.Size.Y/2 < -0.5 then
            print("[WARN] " .. desc.Name .. " below floor Y=" .. string.format("%.1f", desc.Position.Y - desc.Size.Y/2))
            warnings = warnings + 1
        end
        if desc.Color == Color3.new(163/255,162/255,165/255) and desc.Material == Enum.Material.Plastic then
            print("[WARN] " .. desc.Name .. " uses default color")
            warnings = warnings + 1
        end
    end
end
print(string.format("Parts: %d | Errors: %d | Warnings: %d", partCount, errors, warnings))

Regression loop: If the script outputs [ERROR] or [WARN], fix the issues and re-verify.

Additionally, check these structural properties:

  1. Traversal: Is every zone reachable from spawn?
  2. Scale Check: Does the environment feel right relative to player size (~5 studs)?
  3. Hierarchy: Are all parts parented inside the MapRoot folder hierarchy?
  4. Anchoring: Confirmed by the script above.

平台分布

Codex

36.05%
按下载量换算94

Claude

32.63%
按下载量换算85

Cursor

17.79%
按下载量换算46

Gemini CLI

8.48%
按下载量换算22

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/ohzw/roblox-dev-skills --skill building-maps 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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