
Rensei
- 6 installs
- 13 repo stars
- Updated May 12, 2026
- remorses/rensei
Helps with ai & agent building tasks during AI-assisted development.
About
rensei is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.
- rensei
- AI & Agent Building
- AI-coding skill
Rensei by the numbers
- 6 all-time installs (skills.sh)
- Ranked #12,825 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
- Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/remorses/rensei --skill renseiAdd your badge
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| Installs | 6 |
|---|---|
| repo stars | ★ 13 |
| Last updated | May 12, 2026 |
| Repository | remorses/rensei ↗ |
What it does
Helps with ai & agent building tasks during AI-assisted development.
Files
rensei
Install
npm install renseiInstall skill for AI agents
npx -y skills add remorses/renseiEvery time you use rensei, you MUST run:
rensei --help # NEVER pipe to head/tail, read the full outputEvery time you work with rensei, you MUST fetch the latest README:
curl -s https://raw.githubusercontent.com/remorses/rensei/main/README.md # NEVER pipe to head/tail---
Critical rules for printable models
Spec-first workflow for references
If the user provides photos, drawings, screenshots, or sketches, do not start by writing JSCAD.
First produce a short structured spec:
1. Overview — what is the object, in one sentence 2. Envelope — overall dimensions if known 3. Feature tree — base shape, holes, pockets, ribs, bosses, threads, repeats 4. Uncertainties — what is still ambiguous
Then ask the user to confirm or correct the spec before you code.
This matters because the biggest failure mode is usually misreading the image, not misusing JSCAD. A corrected spec saves many more turns than a late geometry fix.
Mapping the spec to JSCAD
When converting the confirmed spec to code, prefer the smallest JSCAD pattern that matches the intended shape:
- plate / flange / bracket base →
roundedRectangle()orrectangle()+extrudeLinear() - round holes →
circle()+extrudeLinear()+subtract() - pockets / recesses → 2D profile +
extrudeLinear()+subtract() - rotational parts →
polygon()+extrudeRotate() - repeated features → array of positions +
map()+union()/subtract() - mirrored features → model one side then
mirrorX()/mirrorY()+union()
Do not try to imitate a feature CAD tree exactly. rensei is code-first. Use parameters, arrays, and derived dimensions instead.
Render review protocol
After each meaningful change, render again and explicitly check:
1. Silhouette — does the outline match the reference view? 2. Proportions — width, height, thickness, taper 3. Feature count — all holes, ribs, slots, bosses present 4. Polarity — additive vs subtractive features correct 5. Symmetry — mirrored features actually line up 6. Printability — thin walls, floating details, bad orientation
If the render still looks wrong, say what you expected to see and what is actually different before changing the code again. This keeps the iteration loop grounded.
extrudeRotate profile must not self-intersect
When building profiles for extrudeRotate, outer and inner funnel slopes must NOT cross each other. Antiparallel slopes that trace in opposite directions will intersect, creating disconnected bodies — the slicer flags parts as "floating cantilever" even though geometry looks solid.
Rule: verify segments don't intersect by parametrizing as A + t*(B-A) and C + s*(D-C). If both t and s resolve to [0,1], they cross. Parallel funnel walls (same direction vector) never cross.
Sizing rule: filterOuterRadius < nozzleBaseRadius - wall. If a feature inside a funnel is wider than the funnel's inner wall, geometry overlaps. Increase nozzleBaseRadius.
Filter/internal features: connect to bed, not ceiling
A feature that only connects mid-air (e.g. a filter stub at funnelBottom) and extends toward the bed is a cantilever — slicer detects it as floating. Fix: route the feature all the way from Z=0 (bed) up to the funnel floor so it's fully grounded. It appears as a small ring on the bed.
Print orientation decision
1. Largest flat face → on the bed 2. Overhangs → face upward 3. Internal features → must build from floor up, never from ceiling down 4. Cylindrical functional parts → print axis vertical (hoop stress stays in XY = strong direction)
Spaghetti = sudden large cross-section expansion. Funnel printed narrow-end-down will fail when the wide cone starts — flip to wide-end-down.
---
Bambu Studio P1S — exact parameter names
Quality tab
- Layer height — 0.2mm default. Lower to 0.16mm for threads/fine detail. ★★★ Critical
- Initial layer height — leave at 0.2mm
- Seam position — Aligned default is fine
Strength tab
- Wall loops — default 2. Use 3–4 for functional parts. ★★★ Critical
- Sparse infill density — default 15%. Use 25–30% for functional/structural parts. ★★★ Critical
- Sparse infill pattern — Grid default. Gyroid = stronger. ★★ Medium
- Top shell layers — default 5. Fine for most prints
- Bottom shell layers — default 3. Increase to 4–5 for watertight bottom
Support tab
- Enable support — OFF unless model truly needs it
- Type —
tree(auto)← use this. Less material, easier removal - Threshold angle — default 30° on P1S (very aggressive, generates lots of support). Raise to 45–50° for less support on gradual overhangs. ★★★ Critical
- On build plate only — Enable to prevent supports scarring model surface. ★★ Medium
Others tab
- Brim type — Auto. Set None if part has large flat base; Outer brim only for warping
- Brim width — 5mm default, fine
- Spiral vase — single-wall continuous spiral for vases. Off for functional parts
- Fuzzy Skin — cosmetic texture. Leave None for functional parts