@vibelands/creator
v0.3.6
Published
Vibe-code, preview, test, publish, and install VibeLands multiplayer world features.
Maintainers
Readme
VibeLands Creator
One tool for creating, previewing, testing, publishing, and installing multiplayer VibeLands world features from a local source project. It is the recommended entry point for editor, Git, and LLM-based development.
Install
npm install --global @vibelands/creator
vibelands --helpThe package installs the vibelands command and includes the compatible
@vibelands/mod-sdk.
Start creating
vibelands login
vibelands templates
vibelands create neon-forest --template atmosphere
cd neon-forest
npm install
npm run check
npm run devvibelands login opens a short-lived confirmation page. Confirm the matching
code in a browser where your VibeLands account is already signed in; Creator
then stores its own CLI session without asking you to copy a token.
Commands that talk to VibeLands (login, dev, publish, world sandbox,
world pull/diff/push, marketplace) need network access. An AI agent in a
sandbox that blocks network gets NETWORK_UNAVAILABLE ("Cannot reach ...");
it should rerun the command with network access or ask the user to run it.
Creator honors HTTPS_PROXY/HTTP_PROXY/NO_PROXY, so agent sandboxes that
route traffic through an egress proxy work once VibeLands is allowed.
dev and serve apply mods only to your Developer Sandbox: one private
3-player world per account that never uses a plan world slot and sleeps when
idle. --clone-world <worldId> copies one of your worlds into it first;
vibelands sandbox shows its status and resets it.
Agent setup
Claude Code (sandboxing docs),
in .claude/settings.json: allow the domain through the sandbox proxy
{
"sandbox": {
"network": { "allowedDomains": ["playvibelands.com", "*.playvibelands.com"] }
}
}or run Creator outside the sandbox with "excludedCommands": ["vibelands *"]
under sandbox.
OpenAI Codex, in ~/.codex/config.toml:
sandbox_mode = "workspace-write"
[sandbox_workspace_write]
network_access = trueFor a self-hosted server, allow its domain instead and pass --remote <url>.
The scaffold pins its compatible Creator and Mod SDK dependencies and writes
an AGENTS.md for local coding agents. npm run dev uploads the project into a
hosted sandbox, opens a private world preview, watches the source tree, and
hot-swaps every successful revision.
Machine-readable agent discovery, diagnostics, watch mode and hosted handoff:
vibelands context . --json # exact installed API and recipes
vibelands context . --write # .vibelands/CONTEXT.md
vibelands generate . # manifest messageSchemas → TypeScript maps
vibelands check . --json # stable locations and remediation
vibelands dev . --world-id <world-id> --jsonl
vibelands inspect <build-id> --jsonWhole worlds, including missions and their cutscenes, can be edited as files:
vibelands world --help
vibelands world create my-island --name "My Island"
# Edit the files using the generated my-island/AGENTS.md instructions.
vibelands world status my-island
vibelands world pack my-island --out my-island.vibeworld.jsonThis creates a local world tree; import the packed file through the browser
editor. It does not provision a hosted world, and needs no npm install or
npm run dev. Plain vibelands create <dir> creates a mod instead.
To create a new private sandbox from those local files:
vibelands login
vibelands world sandbox my-island --name "My Island Sandbox"
# With multiple hosting servers, add --server-id <server-id>.
# Optionally choose the new world's ID with --id my-island-sandbox.The command uses your existing hosting server, plan and capacity limits, imports
the world as private, requests runtime startup, and prints a game URL and runtime
status. It does not publish an official LIVE release. If you have no hosting
server, set one up in My Worlds first. The local tree is synchronized with the
server's normalized files and bound to the new world. Repeating world sandbox
on a bound tree is rejected to avoid creating duplicates. For later changes use
world diff and world push --dry-run; stop the runtime in My Worlds before
the actual push, then start it again to preview the update.
To edit an existing hosted world, start by pulling into a separate directory:
vibelands worlds --json
vibelands world pull my-island --world-id <world-id>
vibelands world status my-island
vibelands world diff my-island
vibelands world push my-island --dry-runAfter reviewing the plan, vibelands world push my-island --yes replaces the
target world's content. Its runtime must be stopped. A new, unpulled tree needs
an explicit --force overwrite; prefer pulling before editing an existing world.
Solo projects support world pull --project <id>; direct push to a solo project
is not available, so use pack and import in the editor.
Open-source Marketplace source can become a fresh local project:
vibelands remix <slug> my-remix --id my-remixDocumentation: https://playvibelands.com/docs/
