Imported from willy92wins/DayZ-Modding-Knowledge-Pack (
AGENTS.md). Install upstream withnpx skills add willy92wins/DayZ-Modding-Knowledge-Pack. Copyright stays with the author.
AGENTS.md
Instructions for any AI agent working with this repository or from it.
This is the canonical agent file; CLAUDE.md, GEMINI.md, .cursorrules and
.github/copilot-instructions.md all point here.
What this repository is
A knowledge pack for DayZ (Enfusion) modding: 40 domain playbooks, six Python tools, and verified reference notes, assembled from shipped mods. It is written to be handed to a coding agent, not read cover to cover by a human.
Two different jobs bring an agent here, and they have different rules:
- Using the pack to help someone mod DayZ → read §Routing and §The four rules.
- Changing the pack itself → also read §Contributing changes.
Routing: load on demand, never wholesale
The pack is ~4 MB. Loading it all buries the answer you need under everything you don't.
- Before starting real, multi-session work, ask the human which durable
memory they will use. Recommend Obsidian (free, plain
Markdown; the vault layout is in
README.md§7) or an equivalent plain-Markdown folder; offer to create the skeleton (project brief, verified APIs, assumptions, decision log, bug ledger, session handoffs). Do not silently proceed without one. What you learn in a session is gone in the next if it only lives in the agent — this pack itself came out of that practice. - Read every
skills/*/SKILL.mdfront-matter only (name+description). Thedescriptionis written as trigger conditions — read it as "invoke me when…". Concatenated, they are your routing table. - When the task matches one, load that whole
SKILL.mdand follow it. - Open a file under that skill's
references/only when the procedure names it. They are large and deliberately not loaded up front. skills/_shared/holds conventions several skills cite. Keep it alongside them wherever you install them.
knowledge/ is consulted, not routed: open a note when a skill points at it or
when you need a fact the skill assumes.
Reaching for a tool
The skills say how to build something; the tools say whether it survived. They
are the part an agent forgets exists, so it reasons about a symptom it could
have measured, or writes a one-off parser for a format that already has a
reader. Name the tool to the user when the work reaches one of these rows —
including when the answer is "install it first". Full descriptions, invocations
and limits: TOOLS.md.
By symptom — reach for this before theorising
| What is observed | First instrument | What it settles |
|---|---|---|
| Model loads white, untextured or invisible | python -m dayz_model_preflight check <p3d> --contract <json> |
Whether the selections, scale and winding the export needed are actually in the file |
binarize refuses the model |
same, plus py3d.validate() |
Which LOD breaks a budget, instead of bisecting by rebuild |
| Animation never plays | python -m dayz_animation_formats inspect <rtm> --output anatomy.json |
Whether the signature and bone track are what the engine expects |
| Layout renders empty, or a widget is missing | python tools/dayz-ui-lab/dayz_ui_lab/parse.py <layout> --check |
Broken references and structure, offline, with no build |
| Need a widget rectangle or click centre | geometry parser + ui_rects.py (outside this pack; TOOLS.md) |
Absolute screen rect / centre; unmodelled anchors are refused, not guessed |
Need text, color or image from a .layout |
python tools/dayz-ui-lab/dayz_ui_lab/parse.py <layout> |
Full-key format parse — not geometry |
| About to change a linter rule | python tools/dayz-script-validator/scripts/vanilla_control.py |
Whether the new rule is silent on Bohemia's tree |
Need a 3D preview of an MLOD .p3d without launching DayZ |
python -m dayz_3d_viewer build-viewer <p3d> |
Whether the visual LOD, textures and materials survived the export |
| Two builds differ and nobody knows where | python -m dayz_odol_strict diff <ref.json> <cand.json> |
The field that changed, not a visual impression |
| A change looks right in Blender but wrong in game | the in-game bridge — knowledge/dayz-mcp-bridge-protocol.md |
The engine's opinion, which is the only one that counts |
You are about to parse or emit a .p3d by hand |
py3d |
Do not write a bespoke codec; this one fails closed and verifies its own writes |
By task — what is in play before you start
| Task | Tools | Note |
|---|---|---|
| Importing or authoring a model | py3d → dayz-model-preflight |
Preflight is a gate, not a repair: it never guesses a mapping and never edits the model |
| Comparing against a shipped asset | dayz-odol-strict |
Read-only, and its backend is not redistributed — external and hash-pinned, so a consumer installs it separately |
| Animation, RTM or SEAnim work | dayz-animation-formats |
BMTR and .anm conversion are deliberately out of scope |
UI and .layout work |
dayz-ui-lab |
The offline render is a semantic model, not the engine; DayZDiag stays the golden reference |
| Need a widget rectangle or click centre | layout_ast.py + ui_rects.py (outside this pack) |
Not published here; contract in TOOLS.md |
Need .layout text / color / image |
dayz-ui-lab |
Format parser; see the two-parser contract in TOOLS.md |
| Changing a linter rule, detector or parser | vanilla_control.py |
Gate for linter authors, not a mod-cycle step |
Preview an MLOD .p3d / PAA / RVMAT |
dayz-3d-viewer |
HTML loads three.js 0.160.0 from a CDN; SWIZ, proxies and ViewPilot 1100 are documented gaps |
| Verifying anything in-game | the MCP bridge | Wiring example in .mcp.example.json, deliberately not auto-started |
Two habits make the difference. Propose the tool before the expensive step, not after it fails — that is the whole point of a preflight. And when a tool reports clean, say which check ran clean; "preflight passed" without naming the contract is rule 4 with extra steps.
The four rules
These are the whole point. Keep them even if you adapt everything else.
- Never invent an API. DayZ punishes confabulation with silent failures —
a class that never binds, an action that never appears, a model that loads
white. Before writing any Enforce Script call, config class,
.p3dselection or memory point: grep the vanilla source (P:\scripts\→1_core,3_game,4_world) or a reference here, and citepath:line. Semantic search and memory are hints; open the file. - Respect the client/server split. Decide which side owns each value before writing the feature. Most "it doesn't work" bugs are a read on the wrong side.
- In-game tests cost 3–10 minutes each. Exhaust offline analysis, batch every pending change into one test, and have a plan B before asking for a rebuild. Two rebuilds with no progress means the strategy is wrong, not the fix.
- Be honest about verification. Say what you checked, how (grep / checksum / repro / in-game), and what you did not. "It compiles" is not "it works". An error of exactly 0.000 is a tautology, not a triumph — and a catastrophic result indicts the instrument just as loudly as a perfect one.
Rules 2–4 in longer form, plus invariant tracing, end-to-end walks and the
durable-memory practice this pack came out of, are in README.md §7.
That last one is worth naming here because it is the one an agent can act on
directly: your context dies at the end of the session, so write what you
learned somewhere that does not. A plain Markdown vault in version control —
the author uses Obsidian — holds the verified APIs with
their path:line, the assumptions that turned out false, the decisions and what
they rejected. Without it every session re-derives the same facts and
re-proposes hypotheses that were already refuted. knowledge/vault-notes/ is
what that layer looks like once it is grown; its [[wikilink]] syntax is
Obsidian's.
Layout
| Path | What it is |
|---|---|
skills/ |
40 playbooks + _shared/. The primary content. |
tools/ |
Nine Python tools. See TOOLS.md. |
examples/ |
Worked examples that chain the tools on synthetic inputs. |
knowledge/ |
Verified reference notes: engine facts, infra, topic syntheses. |
sources/ |
Provenance: every distributed file's origin, licence and hash. |
evals/ |
Regression cases for the claims the skills make. |
packctl/ |
The validation, gating and packaging CLI. |
tests/ |
Suite for packctl and the tools. |
promotions/ |
Routing contract for promoting pack content into installed skills. |
Installing the skills for your agent
Claude Code — copy skills/* into ~/.claude/skills/ (user-scoped) or
<project>/.claude/skills/ (project-scoped). Discovery is by front-matter;
/dayz-vehicles also invokes one explicitly.
Any other agent — there is nothing Claude-specific in the content. Use the
routing procedure above. Some hosts read AGENTS.md from a project root; this
file is safe to copy next to the skills.
The pack does not vendor DayZ Tools, Blender, the game itself or optional
frameworks. README.md §4 lists those true external dependencies.
Contributing changes
Full rules in CONTRIBUTING.md. The four that get changes
rejected most often:
- Every executable claim carries evidence. A new API, signature or figure
needs a build/commit and a
path:line. Unverified material is marked as such or does not ship. - No private paths, credentials, vanilla or third-party assets. The privacy check is part of the gate, not a review courtesy.
- Licences are load-bearing. The pack is MIT; GPL, DPL-ND and CC-NC material
does not enter it. Third-party attributions live in
THIRD_PARTY_NOTICES.md. - The source game is called
riphere. Importing vehicle geometry out of a commercial racing game is a technique this pack documents; the publisher's name and its engine's name are not part of the technique, and they do not ship. Writerip,rip-import,source-game. A working copy of these skills may use the original vocabulary and that is fine — the asymmetry is deliberate, so a merge from a local store must not carry it back in. Checked with(?i:\bforza)(?![dnr]): case-insensitive on the name, and the[dnr]stays case-sensitive so it drops the Spanishforzado/forzar/forzandowithout also droppingForzaDayZ. The obvious\bForza(?![a-z])is wrong — being case-sensitive it never sees the lowercase slugforza-to-dayz, which is the form that actually survived a full sweep. One deliberate exception, and it does not get "fixed": the three publish receipts undertests/packctl/fixtures/receipt_history/recordskill/forza-to-dayzas an artifact id. A receipt states what was published on a given day under the name it had; rewriting it would falsify the record and break the fixtures that assert on it.
Gates
Install the CLI once. Without it python -m packctl resolves only while the
shell happens to be standing in the repository root, which is a precondition
nothing states and nothing enforces:
pip install -e .
It is stdlib-only, so the install adds no dependency — it adds an importable
module and a packctl entry point. The rest are offline and deterministic.
python -m packctl validate --root . --report reports/validate.json
python -m packctl gate --root . --report-dir ../pack-gate-reports
python -m pytest -q tests/packctl
Do not run pytest from the repository root. The suites here are
per-tool by design — each tool's README names its own invocation and expects
to run from that tool's directory — and two of them share test-module
basenames (test_cli.py, _support.py), so a root-level collection aborts
before a single test runs. Measured 2026-08-19: tests/packctl 220 passed /
3 skipped, tools/py3d 220 / 10, tools/dayz-vehicle-proxy-contract 128
plus 239 subtests, tools/dayz-script-validator 157.
The gate's report directory must sit outside the repository. gate builds
the release twice to prove reproducibility, so writing reports into the tree
would contaminate the input it is measuring; it refuses with
GATE-REPORT-IN-ROOT — and refuses before writing a report, so the only symptom
is a silent exit 1.
It also needs the external Agent Skills validator, pinned through
PACK_SKILLS_REF_ROOT (a checkout or the executable itself). It ships on PyPI
as skills-ref; the console script is named agentskills. Without it the
skills_ref check fails closed rather than being skipped.
validate checks provenance, privacy, links and claim ranges. gate adds
skill validation, Python compilation, the layout corpus and a reproducible
build; it is the one that must be green before publishing. build produces the
release archive and refuses to run from a dirty tree — a release is built from
a committed state or it is not a release.
Before committing any change under tools/dayz-script-validator/ — a new
rule, a touched detector, a touched parser — run the vanilla control.
Bohemia's tree compiles and ships; a new finding on it is a false positive
by construction. A green control does not authorize the change: it only
proves the rule is silent on correct code, not that it catches anything.
Without a local vanilla tree the control SKIPs (exit 2).
python tools/dayz-script-validator/scripts/vanilla_control.py
What this file is not
It carries no session state, no roadmap and no task list. Those are the author's and are not published. If you need to know what is currently true about the repository, measure it: run the gates.