Install
$ agentstack add skill-tabooharmony-roblox-brain-roblox-building ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
When to Load
Load when building physical geometry in Roblox Studio via MCP (executeluau / runcode) — single objects, room-scale structures, or multi-zone maps. Covers CSG operations, spatial coordination, and platform quirks. See references/full.md for complete patterns, build process, and validation scripts.
Quick Reference
MCP Statelessness (CRITICAL)
Every MCP call is a blank slate. Re-acquire refs at start of EVERY call. Never guess coords from chat — READ from workspace first.
local model = workspace:FindFirstChild("MyBuild")
if not model then model = Instance.new("Model"); model.Name = "MyBuild"; model.Parent = workspace end
Player Scale
Player ~5 | Door: 4w×7h | Ceiling: 10-14 (rooms) | Counter: 3.5-4 | Seat: 1.5 | Path: 6+ wide
Spatial Patterns
- Geometric Manifest: Named dims table (
Def = {Width=6, Depth=3, ...}), no magic numbers - Relative Positioning: All sub-parts offset from anchor CFrame, never hardcoded world coords
- Grid Snapping: Snap to 0.125/0.25/0.5 stud increments
CSG Essentials
- Epsilon Rule: Cutters overlap boundaries by ~0.05 studs (coplanar = Z-fighting)
- Safe Wrapper:
pcallSubtractAsync/UnionAsync, verifyresult:IsA("BasePart"), copy CFrame/Color/Material - Rules: Shallow trees. Build near origin, PivotTo destination. No MeshPart/Terrain.
CollisionFidelity.Boxon decorative unions
Platform Quirks
- Cylinders: Extend X-axis. Rotate 90° Z for upright | Wedges: Tip +Z default,
-π/2X = up - Neon: Glows no light — add PointLight child | Defaults: Always
Anchored=true, explicit Color/Material
Anti-Patterns
Guessing coords | Unanchored | Hardcoded positions | Block-only | Silent CSG fails | >30 parts/call | Default gray
Build Process (Objects)
Assess → Plan (named dims, anchor) → Build (relative offsets, ≤20 parts/call) → Validate
Build Process (Maps)
Layout → Ground (floors, Origin) → Zone shells → Landmarks → Fill props → Environment (lighting, spawns)
Map Folder Structure
workspace/MapName/ → Origin (0,0,0), Terrain/, Zone_*/ (Floor, Walls/, Props/), Landmarks/, Lighting/, Spawns/
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: TabooHarmony
- Source: TabooHarmony/roblox-brain
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.