action-queue
Sims-inspired action scheduling — queue actions, execute in order.
Skill by SimHacker
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/simhacker-action-queue
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: productivity
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/action-queue
What's inside
- Skill name
action-queue- Description
- Sims-inspired action scheduling — queue actions, execute in order. Actions are minutes long and belong to one worker; durable claimed work is a task, which pushes its steps here.
- License
- MIT
- Instructions
- 327 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- allowed-tools: must be a space-separated string
Files (5)
- CARD.yml
- GLANCE.yml
- README.md
- SKILL.md
- skill-snitch-report.md
SKILL.md (first lines)
# Action Queue > *"Queue up what to do next. The Sims showed us the way."* --- ## What Is It? **Action Queue** is The Sims-inspired action scheduling: instead of doing one thing at a time, you **queue up a sequence of actions** that execute in order. While [return-stack](../return-stack/) tracks *where you've been*, action-queue tracks *what you're going to do*. --- ## The Sims Connection In **The Sims**, you click multiple actions and they queue up: ``` Sim's Queue: 1. Go to fridge [executing] 2. Get snack 3. Eat snack 4. Watch TV 5. Go to bed ``` The Sim works through them in order. You can: - **Add** more actions - **Cancel** any action - **Reorder** the queue - **Insert** urgent actions at the front **Objects push actions too!** When you try to eat, the fridge pushes "get food" onto the queue. The food pushes "prepare" and "cook". The stove pushes "serve". Each object dangles the next carrot. MOOLLM does the same for agents and characters. --- ## The Food Chain Pattern Objects guide you through multi-step processes by pushing actions: ``` > DO eat Fridge intercepts: "You need food first." → pushes GET-FOOD to front Queue: [GET-FOOD, EAT] Food intercepts: "This needs preparation." → pushes PREPARE to front Queue: [PREPARE, GET-FOOD, EAT] Stove intercepts: "Needs cooking." → pushes COOK to front Queue: [COOK, PREPARE, GET-FOOD, EAT] Agent executes in order: 1. COOK (at stove) 2. PREPARE (at counter) 3. GET-FOOD (from fridge) 4. EAT (finally!) ``` **Dangling a carrot in front of a donkey.** Each object advertises what it needs, pushing prerequisites onto the queue. The agent surfs the possibility space of advertisements, guided step by step. ### Why This Works - **No hardcoded recipes** — objects know their own prerequisites - **Emergent behavior** — complex sequences from simple rules - **Interruptible** — cancel anytime, queue adapts - **Discoverable** — agent learns by trying - **Adapts to context** — different appliances, different paths - **Handles routing** — crowded kitchen? Find another way ### Routing Around Problems ``` > DO cook Stove advertises COOK... but: "Blocked! Alice is using the stove." → Checks alternatives → Microwave advertises COOK (score: 70) → pushes USE-MICROWAVE instead Queue: [USE-MICROWAVE, PREPARE, GET-FOOD, EAT] ``` If the kitchen is crowded: ``` Kitchen has 4 Sims blocking workspaces. Counter: "Blocked by Bob" Stove: "Blocked by Carol" Fridge: "Accessible!" Agent routes around obstacles: → Wait for counter? (cost: time) → Use outdoor grill? (cost: distance) → Order takeout? (cost: money) Highest-scored alternative wins. ``` **Emergent traffic flow.** No pathfinding algorithm needed — objects simply advertise availability, agents pick the best option. Crowded rooms naturally disperse as scores drop. This is how The Sims creates rich behavior from simple object definitions. --- ## Commands
From SimHacker/moollm, MIT.
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Signals
- Stars
- 60
- Forks
- 5
- Open issues
- 1
- Last commit (this folder)
- Oct 20, 2026 (8 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/SimHacker/moollm
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
action-queue skill. Agent Mart. https://agentmart.dev/skills/simhacker-action-queue (last updated 2026-10-24)