These steps are for an AI agent helping a player of Agent Guild: World on Steam. Follow them in order.
You make a piece: a folder that changes how one slot looks in one world of the game, either one crew’s character or the companions. A piece changes only looks, never what sessions do. The player adds the folder in the game.
Agent Guild itself, which runs the sessions World shows: agentguild.oddessentials.ai/agents. Custom Yards, made with Agent Guild: Builders: oddessentials.github.io/agent-guild-builders.
The world.
| World | Id |
|---|---|
| The Guild Yard | guild |
| Orbital Station | orbital |
| The Living Grove | grove |
| Operations Campus | professional |
| Goblinville Works | goblinville |
| Gnomeland Village | gnomeland |
The slot: one crew’s character, or the companions. Companions are the small helpers shown for sub-agents and shell commands; a companion piece replaces them for every crew in that world.
| Crew | Id |
|---|---|
| Claude Code | anthropic |
| Codex CLI | openai |
| Antigravity CLI | google |
| Grok Build | xai |
| Shell | shell |
| Docker Agent | docker |
The slot is written WORLD/CREW for a character (guild/anthropic) or
WORLD/companion for the companions (grove/companion).
The model: a model file they have, a description of one for you to make, or one of the slot’s own looks to recolor.
The program is in the Steam library the game is installed in:
| System | Default Steam folder | Program, inside the Steam folder |
|---|---|---|
| Windows | C:\Program Files (x86)\Steam |
steamapps\common\Agent Guild World\AgentGuildWorld.exe |
| Linux | ~/.steam/steam |
steamapps/common/Agent Guild World/AgentGuildWorld.x86_64 |
| macOS | ~/Library/Application Support/Steam |
steamapps/common/Agent Guild World/Agent Guild- World.app/Contents/MacOS/Agent Guild- World |
If it isn’t there, open steamapps/libraryfolders.vdf in the Steam folder.
Each "path" in it is another library; look for the same program inside
each one. If none has it, the player needs to install Agent Guild: World from
Steam.
PROGRAM below means this program’s full path. Check it runs:
"PROGRAM" --headless -- --version
Its last line is the game’s version.
On Windows, in PowerShell, run every command on this page as
& "PROGRAM" ... 2>&1 | Out-String, then read $LASTEXITCODE. Without the
pipe, PowerShell neither waits for the program nor shows what it prints.
.glb, .gltf, .vrm or .fbx. If the player has none, they can make
one in a tool such as VRoid Studio, Mixamo, Meshy, Tripo or Blender, and
export it rigged, with its skeleton and skin.Companions take any model, in the same formats: one model (the game
makes four from it) or four models.
To make one yourself, model it with a Python script run in Blender in the
background (if Blender isn’t installed, ask the player to install it from
blender.org), and export it as .glb:
"BLENDER" --background --factory-startup --python make_model.py
ending the script with
bpy.ops.export_scene.gltf(filepath="/full/path/model.glb", export_format="GLB").
Run one of these, with full paths. OUT is a new folder for the piece.
A character:
"PROGRAM" --headless -- --build=MODEL --slot=WORLD/CREW --out=OUT
Companions, from one model or four:
"PROGRAM" --headless -- --build=MODEL --slot=WORLD/companion --out=OUT
"PROGRAM" --headless -- --build=MODEL1,MODEL2,MODEL3,MODEL4 --slot=WORLD/companion --out=OUT
A recolor of one of the slot’s own looks:
"PROGRAM" --headless -- --recolour=LOOK --slot=SLOT --out=OUT
Options, added after the others:
| Option | For | What it does |
|---|---|---|
--title=TITLE |
all | The piece’s name in the game. |
--height=METRES |
a character or companions | How tall it stands. Default: as tall as the look it replaces. |
--map=accept, --map=swap or --map=Contract=bone,... |
a character | Settles bones the game asks about (step 5). |
--variants=tint or --variants=turn |
companions from one model | Four colors (default), or four sizes and angles. |
--turn=DEGREES |
companions | Turns the model to face forward, in degrees. |
--move=rigid or --move=soft |
companions | Moves as one solid piece (default), or bends as it moves. |
--recolour=look0, look1 or look2 |
a character recolor | Which of the crew’s looks to start from: look0 is its base, and look1 and look2 exist only where the crew has them. |
--recolour=agent or shell |
a companion recolor | Start from the sub-agents’ or the shell commands’ helpers. |
--hue=DEGREES |
a recolor | Turns the colors round the color wheel. |
--tint=#RRGGBB |
a recolor | Lays a color over them. |
--pick=#RRGGBB |
a recolor | Changes only colors near this one. |
--spread=0.15 |
a recolor | With --pick, how near a color must be to change, from 0 to 1. |
studio: ... pass..., in OUT. The game
checked the piece as it will when the player adds it. Any other studio:
lines say what it changed to fit the model; tell the player.studio: line, on standard error, says why. If it says
these bones need choosing, it lists them; run the same command again
with one of:
--map=accept to keep the game’s guesses,--map=swap if the model’s left and right are the wrong way round,--map=LeftHand=hand_l,RightHand=hand_r naming the model’s bone for
each listed one.If you can’t tell which, ask the player. For any other reason, fix what it names and run it again, or tell the player.
Tell the player the folder’s full path and these steps:
The piece is then worn in that world. To change it later, build again into the same folder, and in Looks click New version from a folder… on that piece.