Replaces the Persona x Mocha rice. NieR's menu language is kept whole — plain rectangles, hairline rules, letter-spaced upright capitals, a square marker on the current row, corner ticks round panels, and selection shown by inverting the row — but the colours come from ~/.wallpapers/space-1.jpg rather than from the game's beige: the grey-green void as the ground, the suit's sage grey as text, the planet's white as the one accent, and the hull's red indicator lights as the alarm. The Persona geometry is switched off rather than ripped out: Theme.skew and Theme.cut are 0, so P5Panel, Skew and Geom collapse to rectangles. Overshoot easing, italics and black weights are gone shell-wide. New, borrowed from caelestia's screen border: bar/Frame.qml draws the bar, the rail and a thin left/bottom band as one hull on the bottom layer, with the desktop as a rounded opening cut out of it. Frame also owns all four exclusive zones, so the bar and rail are placed from the screen edge. Hyprland moves to 1px borders lit from the planet white into grey, a soft wide shadow and gaps measured from the opening. Alacritty, fish and dunst get matching YoRHa palettes. Neovim, GTK/Qt and btop are still Mocha. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Takemi — YoRHa dark
A NieR:Automata flavoured Quickshell desktop for Hyprland, kept dark and lit like its wallpaper: a lone figure at a porthole, the void outside, one planet's light. The planet white for anything live, the hull red for anything wrong, grey-green for everything else. Hairlines, square markers, corner ticks, letter-spaced capitals, and selection shown by inverting the row. The bar, the rail and a thin border are one hull around the desktop, and the desktop is the porthole cut out of it.
Replaces Waybar, dunst and hyprlock.
Running
qs # starts the shell (Hyprland does this via autostart.lua)
qs -p lockpreview.qml # the lock screen in an ordinary window, for styling
Hyprland starts it from ~/.config/hypr/lua/autostart.lua.
Layout
Two surfaces. Status moves off the bar and onto a vertical rail, because on a 1080p panel horizontal space is cheap and vertical space is not: a 48px rail costs 2.5% of the width, where another 48px strip along the bottom would have cost 4.4% of the height on top of what the bar already takes.
████████████████████████████████████████████████
█ ◉ │ 1 2 3 │ window title ♪ TRACK │ CPU │ 20:04 █ bar — 40px, part of the hull
█╭──────────────────────────────────────────╮ ▐▌█
█│ │ ▐▌█ rail — 48px, part of the hull
█│ windows │ ▐▌█
█│ │ ▐▌█
█╰──────────────────────────────────────────╯ █ frame — 8px left and bottom
████████████████████████████████████████████████
- hull —
bar/Frame.qml: one surface round the whole screen, with the desktop as a rounded opening. The bar and the rail sit on it. - bar — identity and workspaces on the left; the focused window, the player, the CPU/MEM/GPU readout and the clock on the right.
- rail — network, bluetooth, audio, mic, backlight, battery, tray, notifications, power. Popouts open leftward, into the screen.
Modules are divided by hairlines. BarPill is chromeless by default — a module
is content inside the hull, not a surface of its own — and marks hover with
an accent underline. Pass standalone: true for the rare thing that really is
its own panel.
The shell uses three deliberate surface tiers. Chrome (the hull and
ChromeSurface) is the calm, texture-free bar, rail, and tooltip layer. Transient
(PopoutSurface) is reserved for expressive menus and detail panels, with one
clear composition and stronger separation from the desktop. Cinematic
(P5Backdrop) belongs only to scene-scale experiences such as power and lock;
it is never used as decoration inside ordinary chrome or popouts.
shell.qml entrypoint — bar, rail, power menu, toasts, OSD per screen
config/ palette, type scale, geometry, motion curves
components/ the primitives: panels, sliders, list rows, display text
services/ data sources, all singletons
bar/ the two surfaces and their modules
popouts/ hover panels hanging off rail and bar modules
overlays/ power menu, notification toasts, volume/brightness OSD
lock/ session lock
assets/ halftone and stripe tiles, generated with ImageMagick
P5Panel is the base surface everything sits on. It does not auto-size —
callers set implicit sizes from their own layout (row.implicitWidth + contentPad * 2), which keeps the shape maths out of binding loops.
Modules
| Module | Where | Left click | Right click | Middle | Scroll | Hover |
|---|---|---|---|---|---|---|
| Sigil | bar | app menu | reload shell | |||
| Workspaces | bar | switch | ||||
| Clock | bar | pin calendar | calendar | |||
| Network | rail | pin details | state + networks | |||
| Bluetooth | rail | pin details | state + devices | |||
| Volume | rail | pin audio | volume | state + scroll hint + audio | ||
| Mic | rail | pin audio | mic volume | state + scroll hint + audio | ||
| Brightness | rail | brightness | state + scroll hint | |||
| Battery | rail | pin panel | power detail | |||
| Tray | rail | activate | app menu | secondary | ||
| Bell | rail | pin history + mark read | state + history | |||
| Power | rail | power menu | ||||
| Media | bar | play/pause | next | raise player | next/prev | full player |
| CPU/MEM/GPU | bar | btop | resource dashboard |
Popouts open on a short dwell and stay while the pointer is over the trigger or the panel. Hover openings remain passive. Clicking remaps a detail panel as a keyboard-focused popup: Tab moves through its controls, Escape dismisses it, and an outside click closes it. A shell-wide coordinator keeps only one transient surface mapped at a time, including tray context menus, so sweeping across the rail cannot stack several animated panels over one another.
Audio is the reference vertical-slice popout: current output percentage leads, output and input have distinct bands, and application streams form a subordinate mixer list. Output/input mute actions and Open audio mixer are explicit buttons inside the panel; scrolling the rail icons remains the fast level adjustment.
The power menu is fully keyboard-driven as well as clickable: Up/Down or
J/K moves the active slab, Enter/Space confirms it, and Escape
dismisses the screen.
Keybinds
Set in ~/.config/hypr/lua/binds/shell.lua:
Super+Ctrl+L— lockSuper+P— power menuSuper+Shift+N— toggle do not disturbSuper+Ctrl+Shift+N— clear notificationsSuper+A— ask panelSuper+Shift+R— reload the shell
All of these go through Quickshell's IPC, so they work from any script:
qs ipc call shell lock
qs ipc call shell power
qs ipc call shell toggleDnd
qs ipc call shell ask
qs ipc call shell askAbout "why is the sky blue"
qs ipc call shell clearNotifications
qs ipc call shell reloadConfig
Ask
Super+A drops a panel off the top edge and hands whatever you type to
claude -p, streamed token by token. It is the subscription that answers —
the CLI already holds the credentials, so nothing here has an API key and
nothing here has to be given one.
The panel is a chat, not a coding session. Settings sources, MCP servers and
project files are switched off by default, which keeps a question asked from
the desktop from arriving with the last project's hooks, CLAUDE.md and tone
attached. The thread survives closing the panel; Ctrl+L starts a new one.
| Key | Does |
|---|---|
Enter |
ask |
Shift+Enter |
newline |
Ctrl+M |
next model, written back to ask.json |
Ctrl+Y |
copy the last answer |
Ctrl+L |
new conversation |
Ctrl+S |
stop the answer |
Escape |
hide, keeping the thread |
Configured in ask.json, watched and reloaded live:
{
"model": "sonnet",
"systemPrompt": "…",
"keepContext": true,
"settingSources": "",
"allowedTools": ["WebSearch", "WebFetch"],
"disallowedTools": ["Bash", "Edit", "Write"],
"workingDirectory": "/home/narl",
"maxTurns": 6
}
settingSources is the escape hatch: set it to "user,project,local" and the
panel becomes your ordinary Claude Code, hooks and all.
Data sources
Hardware telemetry comes from fluxo, whose hardware modules are configured to
emit raw pipe-delimited values rather than display strings — services/Sys.qml
parses them and does its own formatting. The previous human-readable Waybar
formats are preserved in ~/.config/fluxo/config.toml.waybar-bak.
Everything else is native: PipeWire for audio, BlueZ for bluetooth, NetworkManager for Wi-Fi, UPower for battery, MPRIS for media, and Quickshell's own notification server. These are event-driven, so the bar and OSD react the instant a volume key is pressed instead of on the next poll.
Lock screen
Authenticates through /etc/pam.d/hyprlock, which on this box is just
auth include login. The visuals live in lock/LockFace.qml so they can be
styled in an ordinary window (qs -p lockpreview.qml) without locking the
session.
If the shell ever dies while the session is locked, the compositor keeps the session secured by protocol and there is no unlocker left to talk to — recovery means restarting Hyprland from a TTY.
What was retired
waybar.service— disabled. Its config is still in~/.config/waybar.dunst.service— masked, so it cannot be D-Bus activated and stealorg.freedesktop.Notifications. Undo withsystemctl --user unmask dunst.service.hyprlock— no longer bound.hyprlock.confis untouched.
Optional
power-profiles-daemon is not installed (TLP is), so the power-profile
switching in services/Battery.qml stays dormant. Nothing else depends on it.
The display face is Noto Sans, upright and widely tracked — the nearest free
face to NieR's FOT-Rodin that is already installed. Change Theme.fontDisplay
and everything follows.
Palette discipline
YoRHa dark: NieR:Automata's interface language, painted from the wallpaper
(~/.wallpapers/space-1.jpg) rather than from the game's beige. Two hues, and
hue is meaning; nothing gets a colour for decoration.
- Light (
accent,#eef1ea) means live: the focused workspace, the selected row, the hovered control, a channel that is on, an unread badge. It is the planet's white, barely a colour at all — NieR marks attention with brightness and inversion, not with hue. - Red (
alarm,#c8684f) means wrong or destructive: critical battery, an urgent workspace, a critical notification, reboot and shut down. It is the hull's indicator lights, the only warm thing in the wallpaper. - Grey-green is everything else, and that includes off. A muted speaker,
a muted mic and Do Not Disturb drop to
mutedgrey with their off glyph. - Ink is the text on an inverted slab and the faint drop under display type.
Selection is the NieR cursor. Focus and selection invert the row: a slab of
the light with ink punched out of it. Hover lifts the surface one step and
brings the marker up to full light, but never inverts. Destructive-active is
the same slab in red. The treatment* tokens in Theme.qml encode all of
this; use them rather than picking colours per widget.
Markers, not slashes. The current row, a button under the pointer and the
end of a header rule carry a small square (Theme.marker). Popouts are framed
by corner ticks (Theme.tick) in their tone colour; the border itself is
structure and stays neutral.
Flicker, not print. Display text (SplitText) is upright, tracked by
Theme.tracking, on a one-pixel soft drop. The two ghosts either side of it
appear only while glitch() runs — NieR's brief data-corruption flicker.
Texture is tiered. Chrome (bar, rail, tooltips) and transient panels
(popouts, OSD, toasts) are flat. The hairline grid and the dot wash live only in
P5Backdrop, behind the lock screen and the power menu.
Type has a floor. Nothing renders below Theme.fsMicro (10px).
Changing the palette. The colours are written once per program:
| File | Covers |
|---|---|
quickshell/config/Theme.qml |
the shell: accent, alarm, the neutral ramp, the hull |
hypr/lua/palette.lua |
window borders, groups |
alacritty/yorha.toml |
the terminal |
fish/conf.d/yorha_theme.fish |
the prompt and pager |
Everything else derives. glow is accent, and primary is plain text.
Theme.heat() is a continuous text → light → red ramp, so a CPU figure that
has gone red means the same thing as a battery that has gone red. Tray icons
are flattened to one colour (subtext, the accent on hover) for the same reason:
app brand colours wreck the palette faster than anything else in the shell.
nm-applet and blueman are hidden from the tray, since the rail already shows
network and bluetooth, but keep running as the secret and pairing agents.
The rest of the desktop
- Hyprland —
hypr/lua/look.lua. No rounding, no blur, both opacities at1.0, 1px borders. The active border runs from the light into the suit's grey; the inactive border isoverlay. The shadow is soft and wide, so windows float in the opening rather than being printed onto it.gaps_outis measured from the hull's opening, since the hull reserves its own zones. - Alacritty —
alacritty/yorha.toml, selected by theimportinalacritty.toml. Muted earth hues on the void; selection inverts. The Catppuccin andtakemi.tomlfiles are left in place, unreferenced. - Neovim — still the
catppuccinplugin, flavour mocha, configured innvim/lua/plugins/ui.lua. Not yet moved to the YoRHa palette. - GTK and Qt — still
catppuccin-mocha-blue. Not yet moved either. - Fish —
fish/conf.d/yorha_theme.fish. - The launcher — no external theming to keep in step, because it is part of
this shell (
launcher/). Fuzzel is gone;takemi-dmenustands in forfuzzel --dmenuwhere a script needs a picker. - No glass anywhere. Alacritty is
opacity = 1.0, blur = false, and Hyprland'sdecoration:bluris disabled.
There are no gradients in the chrome; every fill is flat. Theme.sheen
still exists as a no-op property so old call sites need not be chased down.
Geometry discipline
The hull. Borrowed from caelestia's screen border: the bar, the rail and a
thin band down the left and along the bottom (Theme.frame) are one surface,
drawn by bar/Frame.qml on the bottom layer, and the desktop is a rounded
opening cut out of it (Theme.frameRadius). Read against the wallpaper, you are
inside the ship and the windows sit in the porthole. The bar and the rail draw
no surface of their own and ignore exclusive zones; Frame reserves all four
zones itself, so every piece is placed from the screen edge.
Rectangles, everywhere else. NieR panels are plain boxes. Theme.skew and
Theme.cut are both 0, so P5Panel, Skew and Geom all collapse to
rectangles; the knobs are kept so a shape can be brought back on purpose. The
porthole's curve is the only one on screen, which is what lets it read.
Motion glides. No overshoot anywhere: things ease in on OutCubic or
OutExpo and settle. NieR's interface is calm and mechanical.
Each surface is one continuous slab, with modules divided by hairline rules rather than by gaps. A row of separate floating cards reads as clutter; that is what the dividers exist to avoid.