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 ouzlifaneyassine1-dot/onyx-engine --skill environment-kitgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/environment-kit)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/environment-kit"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/environment-kit/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/ouzlifaneyassine1-dot/onyx-engine/environment-kit"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/environment-kit.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 | $0.00081 | $0.02850 |
| Opus 5 | $0.00041 | $0.01425 |
| Sonnet 5 | $0.00016 | $0.00570 |
| Haiku 4.5 | $0.00008 | $0.00285 |
Grade A, and why
environment-kit 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 10d 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.
This is a copy
86% identical to environment-kit — 60 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Environment Kit — Style-Locked Modular Pieces
A kit is a family of meshes — wall, floor, door, pillar, corner, arch — that the level designer snaps together to build interiors and exteriors. The skill exists to solve one specific failure mode: generating each piece with a fresh prompt produces six pieces that look like they came from six different games. The fix is the style anchor pattern — generate one piece first, lock its prompt suffix, and reuse that exact suffix for every subsequent piece.
The backing tool is onyx_generate_3d, called multiple times. Each call costs ~$0.50, so a 6-piece kit is ~$3 and ~5 minutes. Confirm scope before starting.
When to use
- "Build me a dungeon kit — walls, floor, door, pillar."
- "I need modular wall pieces for a sci-fi corridor."
- "Make a tileset for a wooden tavern interior."
- "Generate the pieces for a stone temple — I'll assemble the level."
- The user wants to build a level out of repeating, snapping pieces.
When NOT to use
- A single hero prop (single chest, single throne) →
onyx:3d-assets/prop-model. - Open-world terrain (rolling hills, forests) → use a heightmap + scattered organic models from
onyx:3d-assets/organic-model. - Repeating flat surfaces only (just walls and floors, no decorative pieces) →
onyx:asset-pipeline/asset-strategyPipeline 2 (textures + CSG) is cheaper and snaps perfectly to grid. - Characters or vehicles in the scene — those are separate skills.
The style anchor pattern
This is the whole skill. Get this right and the kit looks unified. Get this wrong and you waste $3.
- Generate the anchor piece first. Pick the most visually defining piece — usually the wall or the door. Iterate the prompt until the user approves it visually.
- Extract the style suffix. Everything after the object description. Example anchor prompt:
The suffix to lock is everything fromA stone dungeon wall section, mossy granite blocks with iron reinforcements, torch-bracket sconce, weathered surface. Game asset, centered, stylized low-poly game art, warm torchlight palette, white background, isolated object.Game asset, ...onward, plusmossy granite blocks with iron reinforcements, weathered surface, warm torchlight palette— the material + palette tokens. - Reuse the suffix verbatim for every other piece. Only change the object description at the front.
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.
- 10d ago First seen · 170 lines · 81 tokens per session scan A 2f9ea09f08a1
environment-kit is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 81 tokens to every session and 2,850 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to environment-kit, differing in 60 lines, and is treated as a copy.
Other skills, from other repositories
build-world
Builds polished, fully playable 3D game prototypes in Unity, Roblox, or three.js with high-quality (.glb) meshes from the Thrixel API, and publishes finished games to a public thrixel.world link that anyone can play in a browser. Use when the user wants to make a game, build a playable prototype, or generate 3D assets…
character-model
Use when generating a humanoid character ready for animation — player avatar, NPC, enemy, boss, companion. Generates a T-pose reference image, gates an un-rigged preview past the user, then runs the Meshy auto-rig pass and wires the result as a CharacterBody3D (movement) or Node3D (cinematic). Trigger on "make a…
environment-kit
Use when generating a modular environment kit — wall pieces, floor tiles, pillars, doors, arches, corner blocks that snap together to form a level. Multiple meshes that share a visual style. Trigger on "build a dungeon kit", "modular walls", "level kit", "tileset", "interior pieces", "snap-together pieces", "make a…
organic-model
Use when generating organic shapes — trees, rocks, mushrooms, coral, bushes, alien plants, vines, crystals, fruit, bones. The "easy mode" of 3D generation; AI artifacts read as natural irregularity. Trigger on "make a tree", "generate rocks", "I need foliage", "mushroom prop", "alien plants", "fill the scene with…
vehicle-model
Use when generating a hard-surface vehicle — car, motorcycle, spaceship, hover bike, boat, mech, tank, helicopter. Static mesh, optional secondary detail-texture pass, wired as Vehicle3D (player-driven) or MeshInstance3D (background). Trigger on "make a car", "spaceship model", "generate a mech", "I need a vehicle"…
prop-model
Use when generating a single static 3D prop — sword, barrel, chest, lantern, throne, statue, crate, key, potion, banner. One isolated object, no rigging, wired into the scene as a MeshInstance3D. Trigger on "make a sword", "generate a chest", "I need a barrel", "add a lantern model", "give me a treasure prop", "create…