[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"project-97097":3},{"id":4,"name":5,"fullName":6,"owner":7,"repo":5,"description":8,"homepage":9,"htmlUrl":9,"language":10,"languages":9,"totalLinesOfCode":9,"stars":11,"forks":12,"watchers":13,"openIssues":14,"contributorsCount":14,"subscribersCount":14,"size":14,"stars1d":14,"stars7d":14,"stars30d":14,"stars90d":14,"forks30d":14,"starsTrendScore":14,"compositeScore":15,"rankGlobal":9,"rankLanguage":9,"license":16,"archived":17,"fork":17,"defaultBranch":18,"hasWiki":19,"hasPages":17,"topics":20,"createdAt":9,"pushedAt":9,"updatedAt":31,"readmeContent":32,"aiSummary":9,"trendingCount":14,"starSnapshotCount":14,"syncStatus":33,"lastSyncTime":34,"discoverSource":35},97097,"universal-modder","rehan-remade\u002Funiversal-modder","rehan-remade","Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art\u002F3D\u002Faudio, in-game testing, showcase videos.",null,"Python",1501,105,4,0,53.89,"MIT License",false,"main",true,[21,22,23,24,25,26,27,28,29,30],"age-of-empires","claude-code","claude-code-plugin","fal","game-assets","game-modding","mcp","modding","reverse-engineering","tmodloader","2026-10-02 04:01:29","\u003Cp align=\"center\">\n  \u003Cimg src=\"docs\u002Fmedia\u002Fbanner.png\" alt=\"universal-modder\" width=\"100%\">\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  \u003Cb>Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own.\u003C\u002Fb>\u003Cbr>\n  Works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode, or anything that reads \u003Ccode>AGENTS.md\u003C\u002Fcode>.\u003Cbr>\n  The agent finds the game, works out the engine and the route, reads the real code, builds the mod, makes art, 3D and sound\n  with \u003Ca href=\"https:\u002F\u002Ffal.ai\">fal\u003C\u002Fa>, tests it in the running game, cuts the video, and writes down what it learned for the next agent.\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  \u003Ca href=\"#install\">\u003Cimg alt=\"any agent\" src=\"https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fagents-Claude%20Code%20·%20Codex%20·%20Cursor%20·%20Gemini%20·%20Copilot-B6FF3B?labelColor=0A0D12\">\u003C\u002Fa>\n  \u003Ca href=\"knowledge\u002FINDEX.md\">\u003Cimg alt=\"knowledge base\" src=\"https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fknowledge%20base-field%20notes-B6FF3B?labelColor=0A0D12\">\u003C\u002Fa>\n  \u003Ca href=\"https:\u002F\u002Ffal.ai\">\u003Cimg alt=\"assets by fal\" src=\"https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Fassets-fal-B6FF3B?labelColor=0A0D12\">\u003C\u002Fa>\n  \u003Ca href=\"LICENSE\">\u003Cimg alt=\"MIT\" src=\"https:\u002F\u002Fimg.shields.io\u002Fbadge\u002Flicense-MIT-B6FF3B?labelColor=0A0D12\">\u003C\u002Fa>\n\u003C\u002Fp>\n\n\u003Cp align=\"center\">\n  \u003Cimg src=\"docs\u002Fmedia\u002Fteaser.gif\" alt=\"A tactical nuke in Terraria and robotaxis in Age of Empires II, both built with universal-modder\" width=\"560\">\n\u003C\u002Fp>\n\n## Install\n\nPick your agent. Each gets the same skills (Agent Skills format), the fal MCP server, and the `um` CLI.\n\n| Agent | Install |\n|---|---|\n| **Claude Code** | `\u002Fplugin marketplace add rehan-remade\u002Funiversal-modder`, then `\u002Fplugin install universal-modder@universal-modder` |\n| **Codex** | `codex plugin marketplace add rehan-remade\u002Funiversal-modder`, then `codex plugin add universal-modder@universal-modder` |\n| **Gemini CLI** | `gemini extensions install https:\u002F\u002Fgithub.com\u002Frehan-remade\u002Funiversal-modder` |\n| **VS Code \u002F Copilot** | Enable `chat.plugins.enabled`, run **Chat: Install Plugin From Source**, and enter this repo's URL |\n| **Cursor** | Cursor Marketplace, or clone (Cursor reads `AGENTS.md` and `.cursor\u002Fmcp.json`) |\n| **Skills only** (any agent) | `npx skills add https:\u002F\u002Fgithub.com\u002Frehan-remade\u002Funiversal-modder` |\n| **Anything else** | `git clone https:\u002F\u002Fgithub.com\u002Frehan-remade\u002Funiversal-modder` and start your agent inside it |\n\nInside a clone, each agent finds the skills where it looks for them: `.agents\u002Fskills` (Codex and friends),\n`.claude\u002Fskills`, `.gemini\u002Fskills` and `.github\u002Fskills` all link to `skills\u002F`. Instructions are in\n`AGENTS.md`, which `CLAUDE.md` and `GEMINI.md` point to. MCP config is in `.mcp.json`, `.codex\u002Fconfig.toml`,\n`.cursor\u002Fmcp.json` and `.vscode\u002Fmcp.json`.\n\n**The `um` CLI.** Plugin installs and clones put it on PATH. Anywhere else:\n```bash\nuv tool install git+https:\u002F\u002Fgithub.com\u002Frehan-remade\u002Funiversal-modder     # or: pipx install git+...\n```\n**For assets,** get a [fal API key](https:\u002F\u002Ffal.ai\u002Fdashboard\u002Fkeys). It powers both the fal MCP server and\n`um fal`:\n```bash\nexport FAL_KEY=...\n```\nYou also need Python 3.10+ and ffmpeg. `uv` is recommended. Blender is needed for 3D → sprite renders.\nWindows games are driven natively or from WSL.\n\n## Try it\n> Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.\n\n> Make a new civilization for Age of Empires II with a unique unit rendered from 3D.\n\n> Put real Minecraft inside GTA V story mode. Minecraft's camera should follow GTA's, and its TNT should blow up GTA cars.\n\n> What engine is `C:\\Games\\Foo`, and has anyone modded it before?\n\nThe agent starts with the **mod-any-game** skill and runs the same loop every time:\n1. search the knowledge base;\n2. recon, then pick a route;\n3. set up a safe lab (saves backed up);\n4. read the actual code;\n5. build one working slice;\n6. generate assets;\n7. verify in the real game;\n8. record;\n9. package;\n10. write a field note for the next agent.\n\n## A knowledge base that AIs write for AIs\n[`knowledge\u002F`](knowledge\u002F) holds **field notes**: how specific games were actually modded, decompiled and\nreverse-engineered. Each note gives:\n- the exact versions that worked;\n- the route, and why;\n- what the engine really does;\n- how it was verified;\n- the gotchas (symptom → cause → fix).\n\n**Every agent that finishes a mod can open a pull request with its note**, so the next agent starts where it\nleft off instead of rediscovering the same traps.\n\n```bash\num kb search \"grand theft auto\"                 # before you start: prior art (works outside the repo too)\num kb new --game \"Hades II\" --title \"A new boon god\" --from-scan hades --agent \"Codex (gpt-6)\"\num kb check knowledge\u002Fgames\u002Fhades-ii\u002Fa-new-boon-god.md\num kb pr knowledge\u002Fgames\u002Fhades-ii\u002Fa-new-boon-god.md --yes    # after your human says OK: branch, push, PR\n```\nBrowse [`knowledge\u002FINDEX.md`](knowledge\u002FINDEX.md). Contribution rules, for humans and AIs, are in\n[`CONTRIBUTING.md`](CONTRIBUTING.md): no game files, no decompiled dumps, nothing that helps cheat online,\nand an honest status and verification.\n\n## What's inside\n\n**Skills** (`skills\u002F`, Agent Skills format)\n\n| Skill | What it does |\n|---|---|\n| `mod-any-game` | The whole loop, hard safety rules, and **12 engine playbooks**: Unity, Unreal, .NET\u002FXNA (Terraria, Stardew, Celeste), Godot, Source 1\u002F2, Bethesda, Minecraft, AoE2\u002FGenie, RE Engine\u002FFromSoft\u002FGTA\u002FCyberpunk\u002FBG3, native C++, indie engines (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), retro decomps |\n| `game-recon` | Prior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → `MODDING_PLAN.md` |\n| `reverse-engineering` | ILSpy \u002F Cpp2IL \u002F Vineflower \u002F Ghidra and IDA over MCP \u002F Cheat Engine \u002F Frida \u002F RenderDoc; reverse-engineer a file format and prove it with a round trip |\n| `fal-assets` | Sprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video |\n| `asset-pipeline` | Art → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8\u002F16-heading sprites |\n| `game-automation` | Launch, screenshot (GPU-safe), click\u002Ftype safely, windowed mode, crash-reporter cleanup, in-game agent bridges |\n| `showcase-video` | Record the window with only the game's audio, pick moments, cut a styled video from an EDL |\n| `mashup-mods` | Game inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations |\n| `publish-mod` | Lint, package per platform, credits, the post |\n| `share-field-notes` | Search the knowledge base, write your own note, open the PR |\n\n**The `um` CLI** (Python). Every command has `--help` with examples.\n\n| | |\n|---|---|\n| `um scan` | Find Steam\u002FEpic\u002FXbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes |\n| `um fal` | `sprite`, `image`, `edit`, `rmbg`, `pixelate`, `upscale`, `texture`, `pbr`, `model3d`, `rig`, `sfx`, `music`, `voice`, `video`, `run`, `search`, `schema`, `price`. Plain REST, with a manifest of every generation |\n| `um sprite` | `cutout`, `fit`, `pixelate`, `palette`, `sheet`, `slice`, `frames`, `team-mask`, `seamless`, `preview` |\n| `um render3d` | GLB → sprite frames from the game's camera (`aoe2`, `iso8`, `trueiso`, `topdown`, `side`, `turntable`) with Blender |\n| `um win` | `shot`, `record` (gfxcapture + process-loopback audio), `drive` (input that only reaches the game), `ps`, `kill`, `launch`, `reg` |\n| `um video` | `contact` sheets, `compile` (EDL → titled, beat-cut video with music), `mux`, `beats`, `first-frame` |\n| `um backup` | Snapshot, diff and restore save folders |\n| `um publish check` | Blocks shipping game files, decompiled code and leaked keys |\n| `um kb` | The knowledge base: `search`, `show`, `new`, `check`, `index`, `sync`, `pr` |\n\nTwo no-build Windows tools ship inside the package (`um\u002Fps1\u002F`): WinDrive input and ProcLoopback game-only\naudio, both PowerShell with embedded C#.\n\n\u003Cp align=\"center\">\u003Cimg src=\"docs\u002Fmedia\u002Fpipeline.png\" alt=\"3D route: fal concept to 3D to 16 AoE2 headings. 2D route: fal art to cutout to a 64x26 Terraria sprite in game.\" width=\"100%\">\u003C\u002Fp>\n\n## Built with it\n- **[examples\u002Fterraria-tmodloader](examples\u002Fterraria-tmodloader)**: *Fal Arsenal* for tModLoader.\n  - Weapons: a homing missile launcher, a tactical nuke (crater + mushroom cloud), a chain-lightning rifle, a\n    black-hole gun and an orbital strike.\n  - Three new enemies and a two-phase Drone Mothership boss.\n  - Every sprite came from fal.\n- **[examples\u002Faoe2-de-civ](examples\u002Faoe2-de-civ)**: *San Franciscans* for Age of Empires II DE.\n  - A new civilization with a Robotaxi unique unit and Delivery Drones, rendered from fal image-to-3D models\n    at AoE2's camera angle.\n  - A Transamerica Pyramid wonder.\n  - A reverse-engineered `.sld` sprite writer.\n- **[examples\u002Fminecraft-gta5-passthrough](examples\u002Fminecraft-gta5-passthrough)**: real Minecraft inside\n  GTA V story mode.\n  - A Fabric mod and a ScriptHookV + ReShade add-on exchange camera, ground and events over a local\n    WebSocket.\n  - Minecraft's colour + depth are depth-composited into GTA's frame.\n  - Minecraft TNT, arrows and fireworks become GTA explosions and bullets, and Minecraft mobs fight the\n    police.\n\nEach has a field note with every non-obvious lesson: [knowledge\u002FINDEX.md](knowledge\u002FINDEX.md).\n\n## Rules it follows\n- **Single-player and offline, on games you own.** It refuses to inject into online games with anti-cheat,\n  write multiplayer cheats, or bypass anti-cheat, DRM or ownership checks.\n- **It never ships game files or decompiled code.** Mods ship as code, your own assets, patches or\n  converters.\n- **It backs up before touching saves**, and kills processes by PID only.\n- **It asks before** driving your mouse and keyboard, installing loaders into game folders, or publishing,\n  PRs included.\n\nFull reasoning: [`skills\u002Fmod-any-game\u002Freferences\u002Fsafety.md`](skills\u002Fmod-any-game\u002Freferences\u002Fsafety.md).\n\n## Credits\n- Built from real agent sessions modding Terraria, Age of Empires II and GTA V × Minecraft.\n- Assets: [fal](https:\u002F\u002Ffal.ai) (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs...).\n- Standing on the shoulders of tModLoader, genieutils-py, AoE2ScenarioParser, ScriptHookV, ReShade, Fabric,\n  BepInEx, Harmony, UE4SS, REFramework, SKSE, ILSpy, Ghidra and every modding community that documented its\n  game.\n- The engine playbooks also draw on the September 2026 wave of AI-built mods, and on how their creators\n  explained them in public.\n\nMIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).\n",2,"2026-10-01 02:30:11","CREATED_QUERY"]