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dig1t

@dig1t source repo

23 published skills

  1. Roblox Failure Archaeology · dig1t
    Use when a Roblox/Luau bug looks familiar, before re-deriving a fix for placement math, NPC pathfinding, spawning, animation lifecycles, or client tag-handlers, when a weird code pattern (Euler tables over the wire, PivotTo ordering, bounded tag polls, generation counters, provider-injected requires) needs explaining before "simplifying" it, when something works in Studio but breaks live, or when deciding whether odd behavior is a bug or a deliberate design decision.
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  2. Roblox Research Methodology · dig1t
    Use when forming or testing a hypothesis in a Roblox game project — investigating a bug's root cause, proposing a mechanism ("I think the CFrame flips because..."), deciding whether a fix or feature idea is proven or still a hunch, designing a playtest or Studio experiment, wondering whether to keep digging or stop, retiring an idea, or asked "how do we know that?", "is this verified?", "should we try X?". Also when an investigation keeps producing partial fixes that don't stick.
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  3. Roblox Architecture Contract · dig1t
    Use when writing or reviewing code in a firebit house-stack Roblox project and the system's shape matters — service/controller boot order, where a new service goes, require cycles, "attempt to require a module that is loading", profile data not replicating, client sees stale state, choosing action networking vs Replica vs Attributes, hardcoded product/badge IDs, spawn ownership, persisted-schema key renames, or dormant flag-gated code that looks deletable.
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  4. Roblox Diagnostics And Tooling · dig1t bundle
    Use when you need numbers instead of guesses in a house-stack Roblox project — balance/tuning telemetry (session-summary console logs, analytics events), repo-wide luau-lsp/selene/stylua commands and what counts as a regression, reading the Studio console via MCP during a playtest, checking which DEBUG/feature flags are live, detecting stale plan files, or questions like "how many type errors do we have", "is any debug flag still on", "which plans are done but not archived".
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  5. Roblox Proof And Analysis Toolkit · dig1t
    Use when a claim needs proof, not a retry — a placed model faces the wrong way (CFrame/basis/Euler math), client and server disagree on an orientation, an economy or difficulty number needs a derived prediction before tuning, a ProcessReceipt path might double-grant or drop on crash, seeded generation should be identical across restarts but isn't, or a player-keyed table goes nil after a yield. Also for pre-tuning predictions (change-control rule 4 evidence) and "prove it, don't just try it" requests.
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  6. Roblox Config And Flags · dig1t
    Use when touching any configuration axis in a house-stack Roblox project — feature flags (FeatureFlags class), file-local debug toggles, Studio/dev conditionals, rblxsync.yml products/passes/badges, Generated.luau monetization IDs, or tuning data modules. Also when a feature mysteriously won't turn on/off, a product ID resolves to 0, a "not in Monetization.Generated" warn fires, test inventory won't seed in Studio, or you need to add a flag, developer product, or badge.
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  7. Roblox Docs And Writing · dig1t
    Use when reading, creating, updating, or archiving documentation in a firebit Roblox project — plan files in docs/plans/ (frontmatter status, checkboxes, paused notes, archiving), moving a card on docs/BOARD.html without breaking the HTML or the session snapshot, deciding which doc is authoritative (PROJECT.md vs ARCHITECTURE.md vs DESIGN.md vs README), Moonwave API docs / build:docs / @class annotations, auditing stale plans, or how to word and date-stamp docs.
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  8. Roblox Research Frontier · dig1t
    Use when asking what agents should push on next in a house-stack Roblox project, how to remove the owner from verification loops, or what can be automated — autonomous dev pipeline, open problems, scripted playtests replacing manual Studio checks, headless simulation of game math, lune/luau CLI runners, telemetry-predicted balance tuning, spec-coverage ratchet, CI test gates, multi-client/two-account testing, "everything is stuck waiting on a playtest", "what's the frontier here".
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  9. Roblox Validation And QA · dig1t
    Use when deciding whether a change in a Roblox project counts as tested, verified, or done, before claiming PASS or "works", when writing or running Jest Lua unit specs (*.spec.luau), adding a tests/scenarios/*.md playtest scenario, adding a UI Labs storybook story, moving a board card into or out of the Testing lane, or when asked "what evidence does feature X have?" / "is Y playtested?" / "what's untested?". Also covers the DevPackages test-dependency traps.
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  10. Roblox Debugging Playbook · dig1t
    Use when triaging Roblox bug classes in a house-stack project — NPC pathfinding freezing or stalling, placed models rotated 180 degrees, client/server CFrame disagreement, "attempt to index nil" on player-keyed tables, the luau-analyze hook blocking a valid new file, vendored package API errors, players spawning at world origin, "Infinite yield possible on" warnings, data not persisting in Studio, replica data nil on client, tag handlers seeing empty Models, or live-server-only bugs.
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  11. Roblox Platform Reference · dig1t
    Use when a task hits Roblox platform behavior rather than project logic — a placed model's rotation comes out flipped 180 degrees, CFrame/Euler math (Angles vs fromEulerAnglesYXZ, left-handed basis), a client tag handler finds nil children, StreamingEnabled quirks, DataStore session locks, ProcessReceipt / PurchaseGranted / NotProcessedYet / double-grant questions, DevProduct vs GamePass vs Subscription, Luau strict-mode narrowing errors, session-vs-persistent currency theory, or "look it up in brain".
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  12. Roblox Trend Setter · dig1t bundle
    Use when the user wants Roblox game ideas, trend or market analysis, or a data-driven game pitch — "what games are trending/popular on Roblox", "give me a game idea/concept", genre gaps, breakout hits, viral games, monetization patterns, or competitive benchmarking against top performers.
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  13. Roblox Build And Env · dig1t
    Use when setting up a firebit Roblox project on a fresh machine or when build tooling misbehaves — aftman/wally/rojo/npm errors, "Unknown require" on valid code, the luau-lsp PostToolUse hook blocking an edit (exit 2) or silently passing broken code, stale sourcemap.json, missing globalTypes.d.luau, DevPackages/Jest type errors, confusion over default vs per-place .project.json, stray .rbxl files in repo root, .env / ROBLOX_API_KEY questions, or "which npm script do I run".
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  14. Roblox Change Control · dig1t
    Use when about to push, commit, merge, deploy, publish, sync monetization metadata, delete or refactor dormant code, or change tuning/economy numbers in a firebit Roblox project — or when unsure whether an action is agent-safe or owner-only. Covers git push to main/production, rblxsync run, flag-gated legacy code, balance-number edits, and what the luau-analyze / plan-reminder hooks mean when they fire.
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  15. Roblox Launch Campaign · dig1t
    Use when taking a Roblox game from "code done" to launch-ready, resuming a stalled launch push, clearing a Testing lane full of unverified features, re-balancing an economy or difficulty curve before launch, planning retention experiments, or starting a session with no explicit task while the board's In Progress/Testing lanes look stalled. Sequenced, decision-gated campaign template with measurable gates between phases.
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  16. Roblox Run And Operate · dig1t
    Use when running, building, deploying, or operating a Roblox project on the house stack — starting the dev loop (npm run dev:<place>), connecting Rojo to Studio, driving Studio via MCP, understanding what pushing to main/production actually does (CI/CD), syncing monetization IDs with rblxsync, uploading assets with asphalt, or answering "which universe/place ID is dev vs live", "where does this generated file come from", "why isn't my Workspace change syncing".
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  17. Discord Webhook · dig1t bundle
    Posts a message to a Discord webhook. Use when the user asks to send a webhook, notify a channel, or post an update to Discord. The webhook URL is read from the .env file at the project root. Invoke with: /discord-webhook <message>
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  18. Luau Type Expert · dig1t bundle
    Use when adding or fixing Luau type annotations - luau-lsp/luau-analyze errors, --!strict compliance, "Type X could not be converted into Y", generics, union types, type narrowing/refinements, casts (::), typed metatables and OOP, .d.luau definitions, or .luaurc setup. Triggers include "type error", "strict mode", "luau-lsp", "type mismatch", "export type".
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  19. Roblox Production · dig1t bundle
    Use when planning or documenting Roblox game production — writing or updating a GDD (game design document), LiveOps content calendars, influencer campaigns, UGC or virtual merch releases, code redemption strategy, FTUE planning, sprint/milestone/roadmap/backlog planning, production schedules, or release checklists.
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  20. Luau Best Practices · dig1t bundle
    Use when writing, reviewing, or refactoring Luau code for Roblox - modules, services, controllers, error handling (pcall), memory leaks and connection cleanup, server-authoritative security, input validation, naming conventions, or project organization. Triggers include "best practices", "clean code", "code review", "refactor", "memory leak", "server authority".
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  21. Anti AI · dig1t bundle
    Use before writing any text a human will read, even as a byproduct of a build task - marketing copy, headlines, CTAs, UX microcopy, error messages, tooltips, empty states, emails, social posts, READMEs, docs, changelogs, release notes, PR titles/descriptions, GitHub issues, in-game dialog, or string literals that render in UI. Also use before running `git commit` or `gh pr create`, and when about to open a reply with praise like "great question". When unsure whether text is user-facing, assume it is.
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  22. Rojo Pro · dig1t bundle
    Use when setting up or troubleshooting Rojo for Roblox - project.json configuration, Studio sync issues, file naming conventions (init.luau, *.server.luau), rojo serve/build/sourcemap commands, multi-environment setups (dev/staging/prod), or Wally/Aftman integration. Triggers include "rojo", "project.json", "sync", "sourcemap".
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  23. Roblox Dev · dig1t bundle
    Roblox game development assistant for Luau code. Use this skill when: - Writing or reviewing Luau/Lua code for Roblox games - Creating services, controllers, or UI components - Setting up data persistence with ProfileDB/Replica - Implementing client-server communication - Debugging Roblox-specific issues - Working with Wally packages or Rojo projects - Implementing game features like shops, inventories, or combat This skill has access to production code examples and best practices.
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