Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add 0xheycat/isometric-game-skills --skill autotiling-transitionsgit clone --depth 1 https://github.com/0xheycat/isometric-game-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/0xheycat/isometric-game-skills/autotiling-transitions)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/autotiling-transitions"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/autotiling-transitions/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/autotiling-transitions"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/autotiling-transitions.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00032 | $0.00471 |
| Opus 5 | $0.00016 | $0.00235 |
| Sonnet 5 | $0.00006 | $0.00094 |
| Haiku 4.5 | $0.00003 | $0.00047 |
Grade A, and why
autotiling-transitions scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
Autotiling & Edge Transitions

Overview
Hard edges between grass and water look like a checkerboard. Autotiling picks the correct edge/corner transition tile based on a bitmask of neighbors. This skill defines the transition set and the bitmask rule.
When to Use
- Two terrain types meet and the seam looks harsh.
- You want maps to look hand-blended without hand-placing every edge.
- You need a repeatable rule for which transition tile to use.
Process
- Define the base terrains and their priority order (e.g. water < sand < grass).
- Author the 16-tile (or 47-tile) transition set for each terrain pair.
- For each cell, compute a neighbor bitmask (N, E, S, W and corners).
- Map the bitmask to the correct transition tile index.
- Render the transition tile on top of the lower-priority base.
- Verify all 16 bitmask cases visually with a test map.
- Cache the bitmask->tile lookup for performance.
bitmask = N*1 + E*2 + S*4 + W*8 -> transitionTile[bitmask]
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "I will hand-place edge tiles" | Hundreds of edges by hand is unmaintainable. Use a bitmask rule. |
| "One generic edge tile is enough" | Corners need their own tiles or you get gaps. Author the full set. |
Red Flags - STOP if you catch yourself:
- Hard checkerboard seams between terrains.
- Missing corner transition tiles.
- Bitmask computed but never cached (slow).
Verification
You are NOT done until every box is checked:
- A complete transition set exists per terrain pair.
- All bitmask cases render correctly on a test map.
- The bitmask->tile lookup is cached.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 12d ago First seen · 55 lines · 32 tokens per session scan A f053d149fff2
autotiling-transitions is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 32 tokens to every session and 471 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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