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