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Superpowers workflows now route to DayZ specialists

Brian Orr
DayZ n' Chill

When a Superpowers workflow (brainstorming, planning, code review, parallel dispatch) decides to hand off to a subagent and the work touches DayZ, it now routes to the matching dayz-* specialist instead of a generic Superpowers agent.

What changed

  • Added a routing rule to L1 (CLAUDE.md / AGENTS.md / GEMINI.md): for DayZ work, dispatch the matching dayz-* specialist via the Agent tool.
  • Added a role-to-specialist table to docs/dayz-modding.md so the rule has a concrete mapping.

The mapping

Superpowers roleDayZ specialist
code reviewdayz-mod-reviewer
scripting (Enforce Script)dayz-script-specialist
config / datadayz-config-specialist
UI (.layout, widgets, theme)dayz-ui-specialist
3D model (.p3d, LODs)dayz-object-builder
textures / materialsdayz-asset-specialist
terrain / mapdayz-map-specialist
server / Central Economydayz-server-admin
Workbench plugindayz-workbench-specialist
log / crash forensicsdayz-mod-debugger

Why

Generic Superpowers agents (like superpowers:code-reviewer) don't know Enforce Script. They'd miss DayZ-specific traps like:

  • modded class Foo extends Foo is a silent no-op (the extends is wrong; it has to be modded class Foo { }).
  • GUI-extending modded classes need a #ifndef NO_GUI guard or the server crashes at compile.
  • Engine classes rooted at Managed (UIScriptedMenu, Widget subtypes, UIManager) can't be modded at all.

Your DayZ specialists know all of this. The routing rule makes sure they get called.

What it doesn't change

  • For non-DayZ work (Python skills, scripts, infra, wiki), Superpowers' generic agents are still used.
  • Superpowers' main-thread skills (brainstorming, writing-plans, systematic-debugging, etc.) still run as-is. Only the subagent-dispatch step changes.
  • No skill files were modified. The rule lives in L1 + the docs table; agents read both.