autotiling-transitions

autotiling-transitions is a skill for Claude Code, Codex from 0xheycat/isometric-game-skills. It costs 32 tokens per session (471 once invoked), scanned A, original, MIT.

A rule-based method for blending neighboring terrain types such as grass, water, and sand with edge and corner tiles.

In plain words
What is it for?
Use it to define transition tiles, choose the correct edge or corner from neighboring cells, render the blend, and visually test all cases.
Why use it?
It removes harsh seams between terrains and avoids manually placing every boundary tile. A bitmask records which neighboring cells have another terrain.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to define transition tiles, choose the correct edge or corner from neighboring cells, render the blend, and visually test all cases.

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Install with agentmods
npx agentmods add skills/0xheycat/isometric-game-skills/autotiling-transitions
Install

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.

Any agent
npx skills add 0xheycat/isometric-game-skills --skill autotiling-transitions
Clone the repo
git clone --depth 1 https://github.com/0xheycat/isometric-game-skills

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for autotiling-transitions

README.md
[![agentmods](https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/autotiling-transitions/github.svg)](https://agentmods.dev/skills/0xheycat/isometric-game-skills/autotiling-transitions)
Your own site
<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.

agentmods 80×15 button for autotiling-transitions

Your own site · 80×15
<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>
Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 471 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 12d ago against content hash f053d149fff2, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/autotiling-transitions/SKILL.md · 55 lines

What it actually says

Autotiling & Edge Transitions

Autotiling & Edge Transitions demo

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

  1. Define the base terrains and their priority order (e.g. water < sand < grass).
  2. Author the 16-tile (or 47-tile) transition set for each terrain pair.
  3. For each cell, compute a neighbor bitmask (N, E, S, W and corners).
  4. Map the bitmask to the correct transition tile index.
  5. Render the transition tile on top of the lower-priority base.
  6. Verify all 16 bitmask cases visually with a test map.
  7. 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.
Files

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.

Changes

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.

  1. 12d ago First seen · 55 lines · 32 tokens per session scan A f053d149fff2

Subscribe to this mod's changes

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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