autonomous-ai
OrganizationThe ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across disciplines: CAD, circuits, robots, games and music.
Categories
Indexed Skills (109)
grid-operations
Look after the models on the user's machines — one laptop or a fleet: recognise their private grid, pick the model and settings that fit this machine for coding without asking, start it with the longest context the machine can give (never under 64K), say what it costs in memory, prove it answers with one bounded call, change or stop a running one, and use Grid routing, usage, media and training commands.
direct
Create and revise a usable brand identity and coordinated launch materials from a business brief, using the Forme project and the person's own artwork, text and production requirements.
data
Turn user CSV files and a question into a typed, joined, repeatable local SQLite analysis with traceable records, browser revisions and verified portable exports.
pilot
Create and revise field-survey plans from supplied GeoJSON boundaries, exclusions, camera geometry and capture requirements. Use Drone Pilot for editable routes and sorties, recorded-flight CSV analysis, and portable GIS, CSV and report delivery.
firmware
Build PlatformIO firmware and inspect real compilation, memory, artifacts and pin plans without implicitly accessing hardware.
freecad
Turn measured design briefs or existing parts into editable FreeCAD projects with checked dimensions, bores, clearances, interference and fastener access; deliver separate STEP/STL parts, reference drawings and a portable project handoff.
game
Create and revise original board or card games from a person's idea, with editable mechanics and components, real human playtests, reproducible simulations and a complete playable and printable kit. Use for tabletop game design, card drafting, cooperative puzzles, push-your-luck systems and new rules beyond the example game.
gen-art
Create original vector artwork and complete visual asset sets from a person's brief, with custom drawing programs, user-editable controls and real SVG/PNG/source delivery.
gis
Build and verify interactive GeoJSON maps in Atlas, with local exploration, safe imports, feature inspection and export.
godot
Build Godot games with GDScript, native gameplay assertions and sandboxed Web exports. Use for Godot Studio project and game-mechanic tasks.
archer
Shape a Jev Archer range (target speed, bullseye size, shots), then verify Jev plants the slow targets and leaks the fast ones.
jev-blocks
Design a falling-blocks challenge for Jev in blocks.json (gravity, speedup, garbage, a custom board, the piece mix, the style line), then read the verdict and report where Jev starts to break.
browser
Turn what a person wants off a website into a browse.json job, read what came back in results.csv, and sharpen the fields that came back thin.
catcher
Shape a Jev Catcher session (fall time, glove reach, field width), then verify Jev catches the slow pop flies and drops the fast ones.
jev-compactor
Design and tune a Jev Compactor session. Use when editing session.json, writing task vocabularies, or looking for settings where needle recall holds while the reduction is large.
jev-conductor
Curate a live Jev improvisation in OpenHarness's viewer, where Jev composes chords, bass and melody bar by bar in real time.
jev-duel
Stage and verify Jev-on-Jev Reversi duels in OpenHarness's viewer, where Jev plays both sides and a third Jev referees.
fps
Design an arena level for Jev FPS (the ASCII map, the demons, the pace), then measure where Jev's decision rate stops being enough.
jev-guard
Fix a broken module under the live eye of Jev Guard, where Jev (TypeSafe's System One model) scores your own edits for progress, risk and trust.
jev-lander
Design and verify Jev's landing missions in OpenHarness's viewer, where Jev is the flight computer throttling a booster down to a soft touchdown.
jev-launcher
Design and verify Jev's command palettes in OpenHarness's viewer, where Jev ranks launch targets live per keystroke.
jev-pendulum
Design and verify Jev's balancing rigs in OpenHarness's viewer, where Jev keeps an inverted pendulum upright and loses it at high gravity.
jev-pong
Design and verify Jev's paddle-defense courts in OpenHarness's viewer, where Jev keeps a rally alive and loses it as the ball accelerates.
jev-shopper
Design and verify Jev's shop windows in OpenHarness's viewer, where Jev calls the best buy as prices stream in and spends on paper.
jev-slalom
Design and verify Jev's slalom courses in OpenHarness's viewer, where Jev is the racer steering to thread every gate.
jev-trader
Design and verify Jev's paper-trading desks in OpenHarness's viewer, where Jev trades a synthetic market live.
bench
Plan real experiments and analyze supplied continuous measurements in Lab Bench. Use for defining factors and independent runs, randomized collection sheets, measurement CSV imports, experimental uncertainty and diagnostics, comparisons and follow-up confirmation runs with a reproducible report.
studio
Build and verify a Babylon.js game progressively in OpenHarness's live Game Viewer.
home-assistant
Turn home-automation requirements into editable Home Assistant YAML, tested what-if scenarios, native Core traces and a reviewed installation kit in Habitat. Use for automation authoring and revision, not unrequested device control.
blender
Model objects and scenes with Blender's Python (bpy) headless — primitives, modifiers, materials, collections, cameras, lights, animation — export glTF the 3D pane shows live, render stills and turntables, export STL. Use for any request that ends in a 3D model, a rendered shot or a glTF.
circuitjs
Write and fix circuits in CircuitJS1's text format — the `$` options header, element lines on a 16-px grid, scope `o` lines, slider `38` lines, layout rules, and the workflow that keeps the pane moving. Use this for every circuit in this workspace, whether writing a new `circuit.txt`, editing one, or reading the verdict's findings.
excalidraw
Draw diagrams as .excalidraw files — architectures, flows, sequences, whiteboard sketches — with the scene helper or by editing the JSON, judged by the verdict and shown hand-drawn in the pane. Use for any request that ends in a diagram.
manim
Animate explanations with Manim Community — proofs, transforms, algorithms, graphs, data — as Python scenes rendered to MP4, and keep the pane playing the latest render. Use for any request that ends in an animation or an explainer video.
anywidget-generator
Generate anywidget components for marimo notebooks.
jupyter-to-marimo
Convert a Jupyter notebook (.ipynb) to a marimo notebook (.py).
marimo-notebook
Write a marimo notebook in a Python file in the right format.
wasm-compatibility
Check if a marimo notebook is compatible with WebAssembly (WASM) and report any issues.
marp-deck
Write a keynote-grade slide deck in Marp Markdown (deck.md) — the structure of a great talk, the copy rules, the two keynote themes and their slide classes, offline art (wallpapers, charts, device frames), the check, and the export.
mujoco
Simulate robots and scenes with MuJoCo — Menagerie robots (Unitree Go2, G1, H1, Berkeley Humanoid, Booster T1), your own MJCF, controllers and policies — record rollouts the pane runs as a live simulation, and train with MJX and MuJoCo Playground. Use for any request that ends in a simulation, a rollout or a policy.
actions-and-utilities
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid layout, actions, set operations on groups of game objects.
animations
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.
audio-and-sound
Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio, Web Audio API, and SoundManager. Triggers on: sound, audio, music, volume, mute.
cameras
Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.
curves-and-paths
Use this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers, and mathematical curve types. Triggers on: curve, path, spline, bezier, path follower.
data-manager
Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events, or manage game state. Triggers on: setData, getData, data events, custom data storage.
events-system
Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and event-driven communication. Triggers on: events, on, emit, EventEmitter, scene events, listeners.
filters-and-postfx
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.
game-object-components
Use this skill when working with Phaser 4 game object components and the mixin system. Covers Transform, Alpha, Tint, Origin, Depth, Flip, Mask, GetBounds, Lighting, and other shared component behaviors. Triggers on: component, mixin, transform, mask, bounds, lighting.
game-setup-and-config
Use this skill when creating a new Phaser 4 game instance or configuring GameConfig options. Covers renderer selection, canvas setup, scaling, pixel art, FPS settings, boot sequence, and all config sub-objects. Triggers on: new Phaser.Game, GameConfig, game setup, renderer, pixel art, FPS.
geometry-and-math
Use this skill when using Phaser 4 math and geometry utilities. Covers vectors, rectangles, circles, triangles, polygons, random number generation, angles, distance, interpolation, and snapping. Triggers on: Vector2, Rectangle, Circle, math, distance, angle, random, lerp.
graphics-and-shapes
Use this skill when drawing shapes and graphics in Phaser 4. Covers the Graphics game object, lines, rectangles, circles, arcs, polygons, gradients, fill, stroke, and generated textures. Triggers on: Graphics, draw shape, fillRect, lineStyle, polygon, arc.
groups-and-containers
Use this skill when using Groups or Containers in Phaser 4. Covers organizing game objects, object pooling, batch operations, and nested transforms with Containers. Triggers on: Group, Container, object pool, getFirstDead, children.
harness-phaser
Use this skill first in a Harness Phaser workspace. The project layout, the Vite dev-server pane and its live reload, the webview keyboard-focus rule (click-to-play gate and on-screen touch buttons), procedural art with no asset files, and .harness/verdict.json. Triggers on: Harness, the pane, dev server, keyboard focus, click to play, touch buttons, verdict, workspace layout, new game.
input-keyboard-mouse-touch
Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on: keyboard, mouse, touch, pointer, drag, drop, click, input, gamepad, cursor keys.
loading-assets
Use this skill when loading assets in Phaser 4. Covers the Loader plugin, loading images, spritesheets, atlases, audio, JSON, tilemaps, bitmap fonts, and tracking load progress. Triggers on: preload, this.load, asset loading, spritesheet, atlas, load progress.
particles
Use this skill when creating particle effects in Phaser 4. Covers ParticleEmitter, emission zones, death zones, particle properties, textures, gravity wells, and particle movement. Triggers on: particles, emitter, particle effect, explosion, fire, smoke.
physics-arcade
Use this skill when using Arcade Physics in Phaser 4. Covers enabling physics, velocity, acceleration, gravity, collisions, overlap, world bounds, physics groups, static bodies, and collision categories. Triggers on: physics, arcade, velocity, gravity, collide, overlap, bounce, physics body.
physics-matter
Use this skill when using Matter.js physics in Phaser 4. Covers rigid bodies, constraints, composite bodies, sensors, collision filtering, world configuration, and advanced physics shapes. Triggers on: Matter, matter physics, constraint, joint, rigid body, sensor.
render-textures
Use this skill when using RenderTexture or DynamicTexture in Phaser 4. Covers drawing game objects to textures, dynamic texture creation, snapshot/screenshot, stamps, and off-screen rendering. Triggers on: RenderTexture, DynamicTexture, snapshot, draw to texture, stamp.
scale-and-responsive
Use this skill when making a Phaser 4 game responsive or handling display scaling. Covers ScaleManager, scale modes (FIT, RESIZE, EXPAND, ENVELOP), auto-center, fullscreen, and browser resize handling. Triggers on: ScaleManager, responsive, resize, fullscreen, FIT, scale mode.
scenes
Use this skill when working with Phaser 4 scenes. Covers scene lifecycle methods, scene transitions, parallel scenes, scene communication, sleeping, pausing, restarting, and the SceneManager. Triggers on: Scene, scene lifecycle, preload, create, update, scene transition, SceneManager.
sprites-and-images
Use this skill when creating Sprites or Images in Phaser 4. Covers factory methods, texture/frame selection, position, scale, rotation, tint, flip, alpha, origin, depth, and the component mixin system. Triggers on: Sprite, Image, this.add.sprite, this.add.image, texture, setTint, setAlpha.
text-and-bitmaptext
Use this skill when displaying text in Phaser 4. Covers Text game objects, BitmapText, web fonts, text styling, word wrap, alignment, padding, and dynamic text content. Triggers on: Text, BitmapText, this.add.text, font, word wrap, text style.
tilemaps
Use this skill when working with tilemaps in Phaser 4. Covers loading Tiled JSON maps, creating tilemap layers, tile collision, dynamic tiles, tile properties, and tilemap camera culling. Triggers on: Tilemap, Tiled, tilemap layer, tile collision, tile properties.
time-and-timers
Use this skill when using timers and time-based events in Phaser 4. Covers TimerEvent, delayed calls, looping timers, the Clock plugin, and time scaling. Triggers on: timer, delay, delayedCall, TimerEvent, Clock, time event.
tweens
Use this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger.
v3-to-v4-migration
Use this skill when migrating a Phaser 3 project to Phaser 4, or when a user asks about breaking changes, API differences, or how to update their v3 code. Covers renderer changes (pipelines to render nodes), FX/masks to filters, tint system, camera matrix, texture coordinates, DynamicTexture, shaders, lighting, removed game objects, and a full migration checklist. Triggers on: migrate, upgrade, v3 to v4, breaking changes, Phaser 3 to 4, migration guide, update from v3.
v4-new-features
Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.
rdkit
Build molecules with RDKit — from SMILES or a scaffold, analogues and series (each with its parent), properties (MW, cLogP, TPSA, Lipinski, Veber, QED, alerts), similarity and substructure search, conformer ensembles written as SDF for the pane. Use for any request that ends in a molecule, a property or a chemical series.
strudel
Write a live-coded track as a Strudel pattern — mini-notation, synths, effects, song structure — and check it with the verdict. Use whenever the workspace holds a .strudel file or the user asks for a beat, a groove, a bassline, a loop, a track, or music in the pane.
bambu-labs
Dry-run, upload, and cautiously initiate local Bambu Lab print jobs from validated plain `.gcode`, using Bambu LAN FTPS/MQTT handoffs.
cad-viewer
Start CAD Viewer and return review links for CAD and robot-description files. Use when visually reviewing `.step`, `.stp`, `.glb`, `.stl`, `.3mf`, `.dxf`, `.urdf`, `.srdf`, or `.sdf` files, especially when handed off from CAD, URDF, SRDF, or SDF generation skills.
cad
Create, modify, inspect, and validate parametric CAD parts and assemblies authored as cadgen model scripts. Use for natural-language CAD specs, reference images, 2D technical drawings, STEP/STP generation or direct inspection, Python CAD source, source-level joints, selector references, geometry facts, measurements, mating deltas, snapshots, and STL/3MF/native GLB outputs from CAD geometry. Also covers project structure for multi-part CAD work - src/ for model scripts and shared code, format folders (STEP/, DXF/, STL/) for raw outputs, naming, and commit policy for projects with several @step/@dxf model scripts and imported source files; use it when starting a CAD project with more than a couple of models, when asked how to organize CAD code and artifacts, or when growing a flat folder of models into a project.
dfam-check
Measure mesh files against Design for Additive Manufacturing (DfAM) rules and report printability findings per process (FDM, SLS, SLA/DLP, metal PBF, MJF). Use when the user asks whether a part is printable, wants overhang/wall-thickness/support analysis of an `.stl`, `.obj`, `.ply`, or `.3mf` mesh, wants a build-orientation recommendation, or wants DfAM redesign guidance before slicing with `$gcode` or regenerating geometry with `$cad`.
dxf
Generate, regenerate, and validate 2D DXF drawings from Python build123d sources. Use for DXF files, `.py` drawing scripts, @dxf models, 2D profiles, outlines, templates, gaskets, panels, flat patterns, laser/plasma/waterjet cut layouts, and 2D drawing exports of CAD geometry.
gcode
Generate, inspect, dry-run, and statically validate plain FDM `.gcode` from 3D mesh files by orchestrating real slicer CLIs. Use when Codex needs to slice `.stl`, `.obj`, unsliced `.3mf`, `.ply`, `.glb`, or `.gltf` into printer-profiled G-code, discover local slicer backends, inspect whether a mesh is slice-ready, or validate generated G-code before any printer-specific handoff.
sdf
SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for `.sdf` files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use for signed-distance-field geometry.
sendcutsend
Review DXF and STEP/STP uploads for SendCutSend.com orders using its ordering guide, catalog, and specs. Use only for SendCutSend.com preflight reports covering upload readiness, selected material/SKU/thickness/service availability, and service-specific checks for laser cutting, CNC routing, bending, tapping, countersinking, hardware insertion, and finishing.
claude-code-buddy
Push Claude Code activity to the user's device (e.g. a lamp) over the LAN. The plugin POSTs semantic events to a companion daemon on the device (HTTP, port 5002); the device turns them into its own feedback (LED / round display / voice). Supports connecting a device, pushing usage, sending notifications, and tuning how/when the user is alerted. Triggers: "connect my device", "push my usage to my device", "notify my device", "send to my device", "mute my device", "warn me earlier", "set warning threshold to N", "stop the task done notification".
ableton-ai
Create and inspect music projects in the Ableton AI Harness workspace, including its local starter and optional upstream integration.
autoresearch-mlx
Create and inspect science projects in the autoresearch-mlx Harness workspace, including its local starter and optional upstream integration.
bonsai-mcp
Create and inspect architecture projects in the Bonsai MCP Harness workspace, including its local starter and optional upstream integration.
comfy-mcp
Create and inspect generative media projects in the Comfy MCP Harness workspace, including its local starter and optional upstream integration.
dimos
Create and inspect robotics projects in the DimOS Harness workspace, including its local starter and optional upstream integration.
foam-agent
Create and inspect simulation projects in the Foam-Agent Harness workspace, including its local starter and optional upstream integration.
jev-arena
Design and verify Jev Arenas in OpenHarness's live viewer, where Jev plays the world you build.
juce-agent-toolkit
Create and inspect audio projects in the JUCE Agent Toolkit Harness workspace, including its local starter and optional upstream integration.
user-emotion-detection
Maps a detected user emotion — from facial expression (emotion.detected) OR speech (speech_emotion.detected) — into a mood signal logged via the Mood skill, then picks one response route (music / checkin / action). This is about the USER's emotion (input), NOT the device's own expression — that's emotion/SKILL.md.
computer-use
Open websites and apps and complete tasks on the user's paired Mac through Autonomous Buddy. Use for short spoken requests such as "open Airbnb", "mở Chrome", "ghi vào Notes", desktop searches, forms, screenshots, file organization, and follow-ups, even when the user does not say "Mac" or "computer". The agent runs on the headless device; visible website/app interaction targets the paired Mac, not a browser installed on the device. Pure information research and physical device hardware use their own skills.
camera
Camera control — snapshot, stream, and privacy toggle. Trigger on "what do you see", "look at this", "take a photo", "don't look", "stop looking", "stop watching", "stop staring", "camera off", "camera on", "give me privacy". MUST call [HW:/camera/disable:{}] or [HW:/camera/enable:{}] when toggling — never just reply with text.
faq
Explain how to run and use this repository's local Web UI, with detailed guidance for every Settings section and its visible controls. Use for questions about web development, Monitor, Setup, or Settings.
sensing
React to passive sensing events from the device — presence, sound, light, fire hazard. Events arrive as [sensing:<type>] messages and each gets an emotion marker + optional short line. Does NOT handle motion.activity (→ wellbeing) or emotion.detected / speech_emotion.detected (→ user-emotion-detection).
audio
Low-level speaker and microphone hardware control — adjust volume, play test tones, record raw audio. Do NOT use for TTS/speech (that is the Voice skill).
display
Use when the user asks to change eye expression directly, show info text on the display (time, weather, timer), or manually control the round LCD — NOT needed for normal conversation (Emotion skill auto-syncs eyes).
emotion
Express emotion through coordinated servo + LED + display eyes on EVERY conversational response. This is the PRIMARY response skill that makes the device feel alive. Do NOT use for ambiance lighting (use Scene) or custom LED colors (use LED Control).
guard
Guard mode for security monitoring. Two uses — (1) Toggle on/off when a friend says "guard mode", "watch the house", "I'm going out", or similar. (2) Handle any sensing event that carries a [guard-active] tag (e.g. [sensing:presence.enter][guard-active], [sensing:motion][guard-active]) with dramatic shock/curious emotion + Telegram broadcast. Do NOT fall back to normal sensing reactions while guard mode is on.
habit
Tracks and analyzes behavioral patterns (habits) for known users based on their wellbeing, presence, posture, and activity history. Use when answering questions about a user's routines ("What are Leo's habits?", "Has Leo been keeping to his routine?", "Notice anything about my patterns?"), or when invoked from wellbeing/SKILL.md or posture/SKILL.md on a threshold nudge to refresh patterns and provide habit-aware phrasing. Also feeds music-suggestion/SKILL.md with `music_patterns` for personalized genre. Habit does NOT fire its own standalone nudge — it enriches wellbeing/posture threshold-nudge phrasing.
led-control
Control the device's RGB light when the user asks for a SPECIFIC color (e.g. "yellow", "red", "yellow", "red", "turn on color X", "enable X light"), an LED effect, or turning LEDs off. Do NOT use for ambiance/activity lighting (use Scene) or emotion expression (use Emotion).
mood
Tracks the USER's mood only — signals + synthesized decision from camera/voice/telegram. Do NOT use for emotion commands directed at the device ("show sad", "be happy", bare "sad now"); those go through emotion/SKILL.md and are never logged here. Music/wellbeing skills consume the latest decision.
music-suggestion
Proactive music suggestion. Routed in by user-emotion-detection/SKILL.md (the router) on emotion.detected (camera) and speech_emotion.detected (voice) events when the synthesized mood is suggestion-worthy (sad/stressed/tired/excited/happy/bored) AND audio is idle AND cooldown is clear. Reads, decision, and writes share the same parallel batch in a single turn. Does NOT fire on motion.activity / [activity] events — those route to wellbeing/SKILL.md only. NOT for user-initiated music requests (those use the music skill).
Showing top 100 of 109 skills by quality score. Browse the full catalog at /browse.
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.