commit 378afcc161daa93ed580156e3994e4d52f97541c Author: figmar Date: Sun Aug 9 08:19:20 2026 +0800 Publish hermes-skills-gaming via gitea-publish skill diff --git a/minecraft-modpack-server/SKILL.md b/minecraft-modpack-server/SKILL.md new file mode 100644 index 0000000..0164f7e --- /dev/null +++ b/minecraft-modpack-server/SKILL.md @@ -0,0 +1,187 @@ +--- +name: minecraft-modpack-server +description: "Host modded Minecraft servers (CurseForge, Modrinth)." +tags: [minecraft, gaming, server, neoforge, forge, modpack] +platforms: [linux, macos] +--- + +# Minecraft Modpack Server Setup + +## When to use +- User wants to set up a modded Minecraft server from a server pack zip +- User needs help with NeoForge/Forge server configuration +- User asks about Minecraft server performance tuning or backups + +## Gather User Preferences First +Before starting setup, ask the user for: +- **Server name / MOTD** — what should it say in the server list? +- **Seed** — specific seed or random? +- **Difficulty** — peaceful / easy / normal / hard? +- **Gamemode** — survival / creative / adventure? +- **Online mode** — true (Mojang auth, legit accounts) or false (LAN/cracked friendly)? +- **Player count** — how many players expected? (affects RAM & view distance tuning) +- **RAM allocation** — or let agent decide based on mod count & available RAM? +- **View distance / simulation distance** — or let agent pick based on player count & hardware? +- **PvP** — on or off? +- **Whitelist** — open server or whitelist only? +- **Backups** — want automated backups? How often? + +Use sensible defaults if the user doesn't care, but always ask before generating the config. + +## Steps + +### 1. Download & Inspect the Pack +```bash +mkdir -p ~/minecraft-server +cd ~/minecraft-server +wget -O serverpack.zip "" +unzip -o serverpack.zip -d server +ls server/ +``` +Look for: `startserver.sh`, installer jar (neoforge/forge), `user_jvm_args.txt`, `mods/` folder. +Check the script to determine: mod loader type, version, and required Java version. + +### 2. Install Java +- Minecraft 1.21+ → Java 21: `sudo apt install openjdk-21-jre-headless` +- Minecraft 1.18-1.20 → Java 17: `sudo apt install openjdk-17-jre-headless` +- Minecraft 1.16 and below → Java 8: `sudo apt install openjdk-8-jre-headless` +- Verify: `java -version` + +### 3. Install the Mod Loader +Most server packs include an install script. Use the INSTALL_ONLY env var to install without launching: +```bash +cd ~/minecraft-server/server +ATM10_INSTALL_ONLY=true bash startserver.sh +# Or for generic Forge packs: +# java -jar forge-*-installer.jar --installServer +``` +This downloads libraries, patches the server jar, etc. + +### 4. Accept EULA +```bash +echo "eula=true" > ~/minecraft-server/server/eula.txt +``` + +### 5. Configure server.properties +Key settings for modded/LAN: +```properties +motd=\u00a7b\u00a7lServer Name \u00a7r\u00a78| \u00a7aModpack Name +server-port=25565 +online-mode=true # false for LAN without Mojang auth +enforce-secure-profile=true # match online-mode +difficulty=hard # most modpacks balance around hard +allow-flight=true # REQUIRED for modded (flying mounts/items) +spawn-protection=0 # let everyone build at spawn +max-tick-time=180000 # modded needs longer tick timeout +enable-command-block=true +``` + +Performance settings (scale to hardware): +```properties +# 2 players, beefy machine: +view-distance=16 +simulation-distance=10 + +# 4-6 players, moderate machine: +view-distance=10 +simulation-distance=6 + +# 8+ players or weaker hardware: +view-distance=8 +simulation-distance=4 +``` + +### 6. Tune JVM Args (user_jvm_args.txt) +Scale RAM to player count and mod count. Rule of thumb for modded: +- 100-200 mods: 6-12GB +- 200-350+ mods: 12-24GB +- Leave at least 8GB free for the OS/other tasks + +``` +-Xms12G +-Xmx24G +-XX:+UseG1GC +-XX:+ParallelRefProcEnabled +-XX:MaxGCPauseMillis=200 +-XX:+UnlockExperimentalVMOptions +-XX:+DisableExplicitGC +-XX:+AlwaysPreTouch +-XX:G1NewSizePercent=30 +-XX:G1MaxNewSizePercent=40 +-XX:G1HeapRegionSize=8M +-XX:G1ReservePercent=20 +-XX:G1HeapWastePercent=5 +-XX:G1MixedGCCountTarget=4 +-XX:InitiatingHeapOccupancyPercent=15 +-XX:G1MixedGCLiveThresholdPercent=90 +-XX:G1RSetUpdatingPauseTimePercent=5 +-XX:SurvivorRatio=32 +-XX:+PerfDisableSharedMem +-XX:MaxTenuringThreshold=1 +``` + +### 7. Open Firewall +```bash +sudo ufw allow 25565/tcp comment "Minecraft Server" +``` +Check with: `sudo ufw status | grep 25565` + +### 8. Create Launch Script +```bash +cat > ~/start-minecraft.sh << 'EOF' +#!/bin/bash +cd ~/minecraft-server/server +java @user_jvm_args.txt @libraries/net/neoforged/neoforge//unix_args.txt nogui +EOF +chmod +x ~/start-minecraft.sh +``` +Note: For Forge (not NeoForge), the args file path differs. Check `startserver.sh` for the exact path. + +### 9. Set Up Automated Backups +Create backup script: +```bash +cat > ~/minecraft-server/backup.sh << 'SCRIPT' +#!/bin/bash +SERVER_DIR="$HOME/minecraft-server/server" +BACKUP_DIR="$HOME/minecraft-server/backups" +WORLD_DIR="$SERVER_DIR/world" +MAX_BACKUPS=24 +mkdir -p "$BACKUP_DIR" +[ ! -d "$WORLD_DIR" ] && echo "[BACKUP] No world folder" && exit 0 +TIMESTAMP=$(date +%Y-%m-%d_%H-%M-%S) +BACKUP_FILE="$BACKUP_DIR/world_${TIMESTAMP}.tar.gz" +echo "[BACKUP] Starting at $(date)" +tar -czf "$BACKUP_FILE" -C "$SERVER_DIR" world +SIZE=$(du -h "$BACKUP_FILE" | cut -f1) +echo "[BACKUP] Saved: $BACKUP_FILE ($SIZE)" +BACKUP_COUNT=$(ls -1t "$BACKUP_DIR"/world_*.tar.gz 2>/dev/null | wc -l) +if [ "$BACKUP_COUNT" -gt "$MAX_BACKUPS" ]; then + REMOVE=$((BACKUP_COUNT - MAX_BACKUPS)) + ls -1t "$BACKUP_DIR"/world_*.tar.gz | tail -n "$REMOVE" | xargs rm -f + echo "[BACKUP] Pruned $REMOVE old backup(s)" +fi +echo "[BACKUP] Done at $(date)" +SCRIPT +chmod +x ~/minecraft-server/backup.sh +``` + +Add hourly cron: +```bash +(crontab -l 2>/dev/null | grep -v "minecraft/backup.sh"; echo "0 * * * * $HOME/minecraft-server/backup.sh >> $HOME/minecraft-server/backups/backup.log 2>&1") | crontab - +``` + +## Pitfalls +- ALWAYS set `allow-flight=true` for modded — mods with jetpacks/flight will kick players otherwise +- `max-tick-time=180000` or higher — modded servers often have long ticks during worldgen +- First startup is SLOW (several minutes for big packs) — don't panic +- "Can't keep up!" warnings on first launch are normal, settles after initial chunk gen +- If online-mode=false, set enforce-secure-profile=false too or clients get rejected +- The pack's startserver.sh often has an auto-restart loop — make a clean launch script without it +- Delete the world/ folder to regenerate with a new seed +- Some packs have env vars to control behavior (e.g., ATM10 uses ATM10_JAVA, ATM10_RESTART, ATM10_INSTALL_ONLY) + +## Verification +- `pgrep -fa neoforge` or `pgrep -fa minecraft` to check if running +- Check logs: `tail -f ~/minecraft-server/server/logs/latest.log` +- Look for "Done (Xs)!" in the log = server is ready +- Test connection: player adds server IP in Multiplayer diff --git a/pokemon-player/SKILL.md b/pokemon-player/SKILL.md new file mode 100644 index 0000000..831387c --- /dev/null +++ b/pokemon-player/SKILL.md @@ -0,0 +1,216 @@ +--- +name: pokemon-player +description: "Play Pokemon via headless emulator + RAM reads." +tags: [gaming, pokemon, emulator, pyboy, gameplay, gameboy] +platforms: [linux, macos, windows] +--- +# Pokemon Player + +Play Pokemon games via headless emulation using the `pokemon-agent` package. + +## When to Use +- User says "play pokemon", "start pokemon", "pokemon game" +- User asks about Pokemon Red, Blue, Yellow, FireRed, etc. +- User wants to watch an AI play Pokemon +- User references a ROM file (.gb, .gbc, .gba) + +## Startup Procedure + +### 1. First-time setup (clone, venv, install) +The repo is NousResearch/pokemon-agent on GitHub. Clone it, then +set up a Python 3.10+ virtual environment. Use uv (preferred for speed) +to create the venv and install the package in editable mode with the +pyboy extra. If uv is not available, fall back to python3 -m venv + pip. + +On this machine it is already set up at /home/teknium/pokemon-agent +with a venv ready — just cd there and source .venv/bin/activate. + +You also need a ROM file. Ask the user for theirs. On this machine +one exists at roms/pokemon_red.gb inside that directory. +NEVER download or provide ROM files — always ask the user. + +### 2. Start the game server +From inside the pokemon-agent directory with the venv activated, run +pokemon-agent serve with --rom pointing to the ROM and --port 9876. +Run it in the background with &. +To resume from a saved game, add --load-state with the save name. +Wait 4 seconds for startup, then verify with GET /health. + +### 3. Set up live dashboard for user to watch +Use an SSH reverse tunnel via localhost.run so the user can view +the dashboard in their browser. Connect with ssh, forwarding local +port 9876 to remote port 80 on nokey@localhost.run. Redirect output +to a log file, wait 10 seconds, then grep the log for the .lhr.life +URL. Give the user the URL with /dashboard/ appended. +The tunnel URL changes each time — give the user the new one if restarted. + +## Save and Load + +### When to save +- Every 15-20 turns of gameplay +- ALWAYS before gym battles, rival encounters, or risky fights +- Before entering a new town or dungeon +- Before any action you are unsure about + +### How to save +POST /save with a descriptive name. Good examples: +before_brock, route1_start, mt_moon_entrance, got_cut + +### How to load +POST /load with the save name. + +### List available saves +GET /saves returns all saved states. + +### Loading on server startup +Use --load-state flag when starting the server to auto-load a save. +This is faster than loading via the API after startup. + +## The Gameplay Loop + +### Step 1: OBSERVE — check state AND take a screenshot +GET /state for position, HP, battle, dialog. +GET /screenshot and save to /tmp/pokemon.png, then use vision_analyze. +Always do BOTH — RAM state gives numbers, vision gives spatial awareness. + +### Step 2: ORIENT +- Dialog/text on screen → advance it +- In battle → fight or run +- Party hurt → head to Pokemon Center +- Near objective → navigate carefully + +### Step 3: DECIDE +Priority: dialog > battle > heal > story objective > training > explore + +### Step 4: ACT — move 2-4 steps max, then re-check +POST /action with a SHORT action list (2-4 actions, not 10-15). + +### Step 5: VERIFY — screenshot after every move sequence +Take a screenshot and use vision_analyze to confirm you moved where +intended. This is the MOST IMPORTANT step. Without vision you WILL get lost. + +### Step 6: RECORD progress to memory with PKM: prefix + +### Step 7: SAVE periodically + +## Action Reference +- press_a — confirm, talk, select +- press_b — cancel, close menu +- press_start — open game menu +- walk_up/down/left/right — move one tile +- hold_b_N — hold B for N frames (use for speeding through text) +- wait_60 — wait about 1 second (60 frames) +- a_until_dialog_end — press A repeatedly until dialog clears + +## Critical Tips from Experience + +### USE VISION CONSTANTLY +- Take a screenshot every 2-4 movement steps +- The RAM state tells you position and HP but NOT what is around you +- Ledges, fences, signs, building doors, NPCs — only visible via screenshot +- Ask the vision model specific questions: "what is one tile north of me?" +- When stuck, always screenshot before trying random directions + +### Warp Transitions Need Extra Wait Time +When walking through a door or stairs, the screen fades to black during +the map transition. You MUST wait for it to complete. Add 2-3 wait_60 +actions after any door/stair warp. Without waiting, the position reads +as stale and you will think you are still in the old map. + +### Building Exit Trap +When you exit a building, you appear directly IN FRONT of the door. +If you walk north, you go right back inside. ALWAYS sidestep first +by walking left or right 2 tiles, then proceed in your intended direction. + +### Dialog Handling +Gen 1 text scrolls slowly letter-by-letter. To speed through dialog, +hold B for 120 frames then press A. Repeat as needed. Holding B makes +text display at max speed. Then press A to advance to the next line. +The a_until_dialog_end action checks the RAM dialog flag, but this flag +does not catch ALL text states. If dialog seems stuck, use the manual +hold_b + press_a pattern instead and verify via screenshot. + +### Ledges Are One-Way +Ledges (small cliff edges) can only be jumped DOWN (south), never climbed +UP (north). If blocked by a ledge going north, you must go left or right +to find the gap around it. Use vision to identify which direction the +gap is. Ask the vision model explicitly. + +### Navigation Strategy +- Move 2-4 steps at a time, then screenshot to check position +- When entering a new area, screenshot immediately to orient +- Ask the vision model "which direction to [destination]?" +- If stuck for 3+ attempts, screenshot and re-evaluate completely +- Do not spam 10-15 movements — you will overshoot or get stuck + +### Running from Wild Battles +On the battle menu, RUN is bottom-right. To reach it from the default +cursor position (FIGHT, top-left): press down then right to move cursor +to RUN, then press A. Wrap with hold_b to speed through text/animations. + +### Battling (FIGHT) +On the battle menu FIGHT is top-left (default cursor position). +Press A to enter move selection, A again to use the first move. +Then hold B to speed through attack animations and text. + +## Battle Strategy + +### Decision Tree +1. Want to catch? → Weaken then throw Poke Ball +2. Wild you don't need? → RUN +3. Type advantage? → Use super-effective move +4. No advantage? → Use strongest STAB move +5. Low HP? → Switch or use Potion + +### Gen 1 Type Chart (key matchups) +- Water beats Fire, Ground, Rock +- Fire beats Grass, Bug, Ice +- Grass beats Water, Ground, Rock +- Electric beats Water, Flying +- Ground beats Fire, Electric, Rock, Poison +- Psychic beats Fighting, Poison (dominant in Gen 1!) + +### Gen 1 Quirks +- Special stat = both offense AND defense for special moves +- Psychic type is overpowered (Ghost moves bugged) +- Critical hits based on Speed stat +- Wrap/Bind prevent opponent from acting +- Focus Energy bug: REDUCES crit rate instead of raising it + +## Memory Conventions +| Prefix | Purpose | Example | +|--------|---------|---------| +| PKM:OBJECTIVE | Current goal | Get Parcel from Viridian Mart | +| PKM:MAP | Navigation knowledge | Viridian: mart is northeast | +| PKM:STRATEGY | Battle/team plans | Need Grass type before Misty | +| PKM:PROGRESS | Milestone tracker | Beat rival, heading to Viridian | +| PKM:STUCK | Stuck situations | Ledge at y=28 go right to bypass | +| PKM:TEAM | Team notes | Squirtle Lv6, Tackle + Tail Whip | + +## Progression Milestones +- Choose starter +- Deliver Parcel from Viridian Mart, receive Pokedex +- Boulder Badge — Brock (Rock) → use Water/Grass +- Cascade Badge — Misty (Water) → use Grass/Electric +- Thunder Badge — Lt. Surge (Electric) → use Ground +- Rainbow Badge — Erika (Grass) → use Fire/Ice/Flying +- Soul Badge — Koga (Poison) → use Ground/Psychic +- Marsh Badge — Sabrina (Psychic) → hardest gym +- Volcano Badge — Blaine (Fire) → use Water/Ground +- Earth Badge — Giovanni (Ground) → use Water/Grass/Ice +- Elite Four → Champion! + +## Stopping Play +1. Save the game with a descriptive name via POST /save +2. Update memory with PKM:PROGRESS +3. Tell user: "Game saved as [name]! Say 'play pokemon' to resume." +4. Kill the server and tunnel background processes + +## Pitfalls +- NEVER download or provide ROM files +- Do NOT send more than 4-5 actions without checking vision +- Always sidestep after exiting buildings before going north +- Always add wait_60 x2-3 after door/stair warps +- Dialog detection via RAM is unreliable — verify with screenshots +- Save BEFORE risky encounters +- The tunnel URL changes each time you restart it