postal
Complete messaging system — letters, texts, goals, rewards, attachments
SKILL.mdskills/postal/SKILL.md
GitHubPostal System
Anything addressable can send and receive mail: the player, characters, rooms, objects, directories. Messages are YAML files that move through the world carrying objects and goals. The simulator delivers them deterministically, without asking the LLM.
Addresses are paths
Addresses are paths, not names, so routing needs no interpretation:
from: "characters/family/mom/" # character
to: "player" # reserved keyword
to: "pub/" # room
to: "start/mailbox.yml" # object
to: "storage/vault/" # directory
Reserved keywords: player (current player), party (all members), narrator (system voice).
Mail goes anywhere pointers go, using the same pointer syntax as
inventory: config.yml#settings, README.md#install,
engine.cpp:142. Not every address makes sense as a mailbox, but every one is valid.
Letters and texts
| Letter | Text | |
|---|---|---|
| Delivery | Queued, takes turns | Instant |
| Attachments | Anything | Photos only |
| Goals | Create, modify, complete | Rarely |
| Template | LETTER.yml.tmpl | TEXT.yml.tmpl |
MESSAGE.yml.tmpl is the general transport form with delivery and postage fields. The player carries a phone, so mail, texts and notifications are always reachable.
Goals come from anyone
Any character can assign, change or complete a goal by mail. Mom is just a character who happens to write warm letters; the bartender, a stranger or a real person's portrayal can do the same.
letter:
from: "characters/npcs/bartender/"
to: "player"
subject: "A favor to ask"
body: "Could you deliver this package to the mayor?"
creates_goal:
id: deliver-package
complete_when: "player has talked to mayor with package"
reward: { gold: 50 }
modifies_goal and completes_goal work the same way. Characters can also send mail from
triggers (on_goal_complete, on_danger, on_long_silence).
Attachments
| Action | Effect |
|---|---|
send |
Move from sender to recipient |
give |
Recipient gets it; sender may keep it |
copy |
Duplicate for recipient |
reference |
Mention without transfer |
unlock |
Grant access to a room |
apply |
Apply a buff |
generate |
Create an image on delivery |
forward |
Attach another message |
Attachment types: object, gold, image, buff, room, message. Transfers use the inventory protocol.
Inbox and outbox
Each endpoint can have an INBOX.yml (template). Without one, mail lands in
the endpoint's messages/ directory. An OUTBOX.yml (template) optionally
stages drafts before sending.
Lifecycle: draft -> outbox -> in_transit -> delivered -> read.
Delivery
Mail is a phase of the simulation tick, after objects simulate and before events process. Each
tick decrements turns_remaining for messages in world.skills.postal.in_transit; at zero the
message is delivered and MAIL_ARRIVED fires. Details in ROUTING.md.
| Method | Turns | Cost |
|---|---|---|
text |
0 | free |
letter |
3 | 1 gold |
express |
1 | 5 gold, tracked |
courier |
2 | 10 gold, guaranteed |
freight |
10 | 0.5 gold/kg |
logistics |
0 | free, internal transfers |
Distance is counted in hops through the room graph and adds time and postage per hop. Texts, system messages and mail within one location are free. Lost mail is an optional mechanic: a small loss chance, with lost items turning up somewhere findable.
Postal is the transport layer
Logistics containers don't need bots to move items. When a requester needs something, the
logistics engine sends a logistics transfer from a provider: instant and free. Texts can carry
signals, such as a forge texting the player when coal runs low.
Physical couriers stay available as an option for drama: a courier the player can see, intercept or redirect, at the cost of travel time. Use couriers for drama and postal for efficiency.
Commands
CHECK PHONE, READ MAIL, READ [letter], COMPOSE, REPLY, ATTACH [item], SEND,
TEXT [character].
Browser presentation: BROWSER-UI.md.