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Icons

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jstanden
icons

Designing SVG geometry for Cerb's icon set -- the four pattern families, the fixed outer template, and the mask-image constraints that make ordinary SVG instincts wrong. Load it before drawing or editing any icon.

Overview

Publisherjstanden
Repositorycerb
Skill nameicons
Stars
83
Forks
38
Bundled files
Instructions only
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by jstanden on GitHub. Read the source before you install it.

Installation

Install the Icons AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jstanden/cerb/tree/12.0.x/features/cerberusweb.core/assets/agent_filesystems/cerb-agents/skills/icons
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jstanden/cerb.git /tmp/cerb
mkdir -p .claude/skills
cp -r /tmp/cerb/features/cerberusweb.core/assets/agent_filesystems/cerb-agents/skills/icons .claude/skills/icons
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Icons in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Icons on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Icons is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Cerb SVG icons

Cerb icons live in an SCSS Sass map and render via CSS mask-image. The icon's geometry determines opacity; the button's CSS text color provides the actual visible color. Fill and stroke are both just "opaque" — there is no color contrast available. Every visual distinction must come from geometry: opaque shape vs transparent gap.

Output format

Each icon is a single line in a Sass map:

scss
  name:           "<inner-svg-geometry>",

The geometry is strictly inner geometry. Never include the <svg> tag (start or end), </svg> closing tags, <g> groups, or xmlns attributes. Just the shapes and paths. Use single quotes on SVG attributes so the whole thing fits in the double-quoted Sass string.

Outer template (applied automatically at render time)

html
  <svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 24 24'
     fill='none' stroke='black' stroke-width='2'
     stroke-linecap='round' stroke-linejoin='round'>
  ...your inner geometry here...
  <!-- The closing </svg> is added automatically -->
</svg>

Your geometry inherits:

  • 24×24 viewBox (everything must fit; stroke extends 1 unit past the path)
  • fill='none' (override per-element with fill='black' to fill)
  • stroke='black' stroke-width='2' (override per-element with stroke='none' to remove)
  • stroke-linecap='round', stroke-linejoin='round' — sharp acute corners get rounded by ~1 unit

The four pattern families

Pick a family up front and design within its constraints. Combining families in one icon usually fails because of the mask-image color limitation.

1. Line icon (Lucide style, default). <path>, <rect>, <circle>, <line>, <polyline>, <polygon> with no extra attributes — they inherit fill='none', stroke='black' stroke-width='2'. Covers the vast majority of icons.

scss
  mail:           "<rect x='2' y='4' width='20' height='16' rx='2'/><path d='m22 7-10 6L2 7'/>",

2. Filled solid icon. Add fill='black'. Add stroke='none' for crisp edges / sharp corners (small triangles, chevrons, arrow tips, pixel-precise cutouts); keep the template stroke when you want visual weight matching line icons.

scss
  chevron-down:   "<path fill='black' stroke='none' d='M12 15.5l-7-7 2-2 5 5 5-5 2 2z'/>",

3. Compass / ring-with-inner-element. Outlined ring + filled inner element(s).

scss
  play-button:    "<circle cx='12' cy='12' r='10'/><polygon fill='black' points='7.5 6 17.5 12 7.5 18'/>",

4. Filled disc with a punched symbol (the circle-* family). Filled r=10 disc centered at (12,12), symbol cut out via fill-rule='evenodd' + stroke='none'. The symbol MUST be a single continuous closed polygon (or non-overlapping subpaths) — overlapping subpaths push the winding count odd and re-fill the cutout. When in doubt, look up a shipped circle-* icon and trace from its geometry.

scss
  circle-plus:    "<path stroke='none' fill='black' fill-rule='evenodd' d='M2 12A10 10 0 1 0 22 12A10 10 0 1 0 2 12ZM10.5 6 13.5 6 13.5 10.5 18 10.5 18 13.5 13.5 13.5 13.5 18 10.5 18 10.5 13.5 6 13.5 6 10.5 10.5 10.5Z'/>",

Critical mask-image constraints

Non-negotiable consequences of mask-image rendering:

  1. No fill/stroke color contrast. Both are opaque. Traditional outlining isn't possible — only geometric outline tricks (negative-space halo via evenodd, or a hollow stroked shape with no fill).
  2. Filled shape + stroke = bigger filled shape. The 2px stroke adds ~1 unit of opacity in every direction. Inset a polygon by 1 unit to keep its visible size when it carries the template stroke.
  3. A transparent gap is required to "outline" anything. Shape B is only visible against filled shape A if B is outside A, a cutout in A (evenodd), or both.
  4. stroke-linejoin='round' rounds every sharp corner by ~1 unit. Use stroke='none' for true sharp corners.
  5. ViewBox edges clip. A path at x=24 with a 2px stroke renders to x=25 and gets clipped. Pull paths in by 1 unit to preserve perimeter stroke. (The circle-* family can use a full r=10 disc only because it uses stroke='none'.)
  6. Masks can't occlude — no "in front / behind". Overlapping shapes merge into one blob. Fanned decks, stacked cards, "one shape behind another" do NOT work — use distinct, spatially-separated elements.
  7. Stroke eats the gap between elements. Each stroked shape extends half its stroke-width toward its neighbor. Budget ~4 geometric units of gap for ~2.5 visual units when spacing composites.
  8. SVG transform renders fine in the mask (e.g. transform='rotate(angle cx cy)') — but re-read #6 before overlapping.

Reference docs (mounted at @cerb-docs, read-only)

You have the full Cerb documentation mounted. Read these instead of guessing — especially before claiming an icon does or doesn't exist.

PathWhat it gives you
@cerb-docs/references/docs/developers/icons.mdThe canonical icon list. Every registered icon name in the shipped set, plus why an icon is a single-color mask that inherits currentColor. Check here first for naming conventions and prior art (circle-*, logo-*, chart-*, window-*, move-* families).
@cerb-docs/references/docs/setup/developers/icon-builder.mdThe Icon Builder: it holds inner geometry only, the wrapper <svg> is fixed by the icon pipeline, and output is two source lines (the $icons entry in cerb-icons.scss + the name entry in the UI service). Nothing is saved server-side.
@cerb-docs/references/docs/data-queries/ui/icons.mdtype:ui.icons data query — filterable/pageable list of icon names, the same source behind the icon-listing tool and the in-app pickers.
@cerb-docs/references/docs/toolbars.mdHow icon: is consumed on toolbar buttons and menu links (icon in addition to, or instead of, a label).
@cerb-docs/references/docs/sheets.mdThe icon column type and the icon:/icon_at: parameters on card, link, interaction, and button columns — the other main place icons render.

Practical notes that follow from those pages:

  • An icon name must be registered to be accepted. Icon pickers, toolbars, and sheets reject unknown names (they silently render nothing), so a new glyph isn't usable until both source lines are copied out and the CSS is rebuilt.
  • Names are the API. Match the existing naming conventions in the icon reference — kebab-case, family prefix first (circle-plus, not plus-circle; chart-bar-stacked, window-left).
  • Check for an existing icon before drawing one. Look it up in the shipped set or the icon reference; adapting a shipped glyph's geometry keeps the house style better than inventing.
  • Icons are sized and colored by their context (buttons, panels, sheet cells, at a range of sizes), so geometry must read at small sizes with no color contrast available.

Draft, look, refine -- do not try to one-shot it

cerb_set_geometry pushes a revision and the preview updates immediately, so you can SEE the icon. That makes a rough first pass cheap and a long analytical build expensive. Get something on screen in your first turn or two, then adjust.

  • Ship the draft early. A plain first version -- right family, right proportions, nothing refined -- teaches you more in one turn than another round of reasoning does. The user is watching the preview and will often correct you before you would have caught it yourself.
  • Refine in small passes. One change per revision, or a couple of related ones. Every cerb_set_geometry is undoable, so a wrong step costs a revision rather than the work.
  • Reason about geometry when the preview disagrees with you. Winding at the center of an evenodd cutout, stroke growth against the viewBox edge, the gap eaten between two stroked shapes -- these are diagnoses for a symptom you can see, not a checklist to run before drawing.
  • Don't precompute what you can just look at. Curve math, traced coordinates, a scratch file of alternatives: reach for those when a shape is genuinely fiddly, not by default.
  • Say where you are. "Here is a first pass -- I will tighten the stem next" sets the expectation that this is a draft. Several silent minutes reads as being stuck, and a perfect icon delivered late is worth less than a good one delivered in three quick rounds.

Working approach

  1. Start from Lucide. Most icons map to an existing Lucide design — adapt rather than invent. Lucide path data drops in cleanly after converting double quotes to single quotes.
  2. Pick a pattern family up front and design within its constraints.
  3. If an evenodd cutout fills in solid, check the winding at its center — for a disc + symbol, the symbol's center must be winding 2 (transparent). That is the diagnosis for that symptom, not a step to run before every draft.
  4. Take multi-icon requests one at a time. An icon editor holds a single icon's geometry, so work through a set in sequence — settle one glyph, note its shared parameters (stroke weight, corner radius, optical size), and carry them into the next so the family stays consistent.
  5. Iterate on dimensions, not approach. "Fatter / thinner / shorter / deeper" → adjust existing parameters. "Different style entirely" → switch pattern family.
  6. Round to 2 decimals max unless precision matters (e.g. cutout sagitta math).
  7. Use your scratch area when a shape genuinely needs it — traced path data, winding and sagitta math, intermediate geometry held across steps. Prefer looking at the preview over computing what it would have looked like.

Frequently asked questions

What does the Icons AI skill do?

Designing SVG geometry for Cerb's icon set -- the four pattern families, the fixed outer template, and the mask-image constraints that make ordinary SVG instincts wrong. Load it before drawing or editing any icon.

Why use Icons on TypingMind?

Because you install it once and use it with any model. Icons is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Icons in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jstanden/cerb/tree/12.0.x/features/cerberusweb.core/assets/agent_filesystems/cerb-agents/skills/icons. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Icons?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Icons?

As many as you like. As long as a model supports skills, you can use Icons with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Icons AI skill free?

It is published on GitHub by jstanden. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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