Install
Pick your agent. Each gets the same skills (Agent Skills format), the fal MCP server, and the um CLI.
| Agent | Install |
|---|---|
| Claude Code | /plugin marketplace add rehan-remade/universal-modder, then /plugin install universal-modder@universal-modder |
| Codex | codex plugin marketplace add rehan-remade/universal-modder, then codex plugin add universal-modder@universal-modder |
| Gemini CLI | gemini extensions install https://github.com/rehan-remade/universal-modder |
| VS Code / Copilot | Enable chat.plugins.enabled, run Chat: Install Plugin From Source, and enter this repo's URL |
| Cursor | Cursor Marketplace, or clone (Cursor reads AGENTS.md and .cursor/mcp.json) |
| Skills only (any agent) | npx skills add https://github.com/rehan-remade/universal-modder |
| Anything else | git clone https://github.com/rehan-remade/universal-modder and start your agent inside it |
Inside a clone, each agent finds the skills where it looks for them: .agents/skills (Codex and friends),
.claude/skills, .gemini/skills and .github/skills all link to skills/. Instructions are in
AGENTS.md, which CLAUDE.md and GEMINI.md point to. MCP config is in .mcp.json, .codex/config.toml,
.cursor/mcp.json and .vscode/mcp.json.
The um CLI. Plugin installs and clones put it on PATH. Anywhere else:
uv tool install git+https://github.com/rehan-remade/universal-modder # or: pipx install git+...
For assets, get a fal API key. It powers both the fal MCP server and
um fal:
export FAL_KEY=...
You also need Python 3.10+ and ffmpeg. uv is recommended. Blender is needed for 3D → sprite renders.
Windows games are driven natively or from WSL.
Try it
Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.
Make a new civilization for Age of Empires II with a unique unit rendered from 3D.
Put real Minecraft inside GTA V story mode. Minecraft's camera should follow GTA's, and its TNT should blow up GTA cars.
What engine is
C:\Games\Foo, and has anyone modded it before?
The agent starts with the mod-any-game skill and runs the same loop every time:
- search the knowledge base;
- recon, then pick a route;
- set up a safe lab (saves backed up);
- read the actual code;
- build one working slice;
- generate assets;
- verify in the real game;
- record;
- package;
- write a field note for the next agent.
A knowledge base that AIs write for AIs
knowledge/ holds field notes: how specific games were actually modded, decompiled and
reverse-engineered. Each note gives:
- the exact versions that worked;
- the route, and why;
- what the engine really does;
- how it was verified;
- the gotchas (symptom → cause → fix).
Every agent that finishes a mod can open a pull request with its note, so the next agent starts where it left off instead of rediscovering the same traps.
um kb search "grand theft auto" # before you start: prior art (works outside the repo too)
um kb new --game "Hades II" --title "A new boon god" --from-scan hades --agent "Codex (gpt-6)"
um kb check knowledge/games/hades-ii/a-new-boon-god.md
um kb pr knowledge/games/hades-ii/a-new-boon-god.md --yes # after your human says OK: branch, push, PR
Browse knowledge/INDEX.md. Contribution rules, for humans and AIs, are in
CONTRIBUTING.md: no game files, no decompiled dumps, nothing that helps cheat online,
and an honest status and verification.
What's inside
Skills (skills/, Agent Skills format)
| Skill | What it does |
|---|---|
mod-any-game | The whole loop, hard safety rules, and 12 engine playbooks: Unity, Unreal, .NET/XNA (Terraria, Stardew, Celeste), Godot, Source 1/2, Bethesda, Minecraft, AoE2/Genie, RE Engine/FromSoft/GTA/Cyberpunk/BG3, native C++, indie engines (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), retro decomps |
game-recon | Prior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md |
reverse-engineering | ILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip |
fal-assets | Sprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video |
asset-pipeline | Art → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites |
game-automation | Launch, screenshot (GPU-safe), click/type safely, windowed mode, crash-reporter cleanup, in-game agent bridges |
showcase-video | Record the window with only the game's audio, pick moments, cut a styled video from an EDL |
mashup-mods | Game inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations |
publish-mod | Lint, package per platform, credits, the post |
share-field-notes | Search the knowledge base, write your own note, open the PR |
The um CLI (Python). Every command has --help with examples.
um scan | Find Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes |
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 |
um sprite | cutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview |
um render3d | GLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender |
um win | shot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg |
um video | contact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame |
um backup | Snapshot, diff and restore save folders |
um publish check | Blocks shipping game files, decompiled code and leaked keys |
um kb | The knowledge base: search, show, new, check, index, sync, pr |
Two no-build Windows tools ship inside the package (um/ps1/): WinDrive input and ProcLoopback game-only
audio, both PowerShell with embedded C#.
Built with it
- examples/terraria-tmodloader: Fal Arsenal for tModLoader.
- Weapons: a homing missile launcher, a tactical nuke (crater + mushroom cloud), a chain-lightning rifle, a black-hole gun and an orbital strike.
- Three new enemies and a two-phase Drone Mothership boss.
- Every sprite came from fal.
- examples/aoe2-de-civ: San Franciscans for Age of Empires II DE.
- A new civilization with a Robotaxi unique unit and Delivery Drones, rendered from fal image-to-3D models at AoE2's camera angle.
- A Transamerica Pyramid wonder.
- A reverse-engineered
.sldsprite writer.
- examples/minecraft-gta5-passthrough: real Minecraft inside
GTA V story mode.
- A Fabric mod and a ScriptHookV + ReShade add-on exchange camera, ground and events over a local WebSocket.
- Minecraft's colour + depth are depth-composited into GTA's frame.
- Minecraft TNT, arrows and fireworks become GTA explosions and bullets, and Minecraft mobs fight the police.
Each has a field note with every non-obvious lesson: knowledge/INDEX.md.
Rules it follows
- Single-player and offline, on games you own. It refuses to inject into online games with anti-cheat, write multiplayer cheats, or bypass anti-cheat, DRM or ownership checks.
- It never ships game files or decompiled code. Mods ship as code, your own assets, patches or converters.
- It backs up before touching saves, and kills processes by PID only.
- It asks before driving your mouse and keyboard, installing loaders into game folders, or publishing, PRs included.
Full reasoning: skills/mod-any-game/references/safety.md.
Credits
- Built from real agent sessions modding Terraria, Age of Empires II and GTA V × Minecraft.
- Assets: fal (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs...).
- Standing on the shoulders of tModLoader, genieutils-py, AoE2ScenarioParser, ScriptHookV, ReShade, Fabric, BepInEx, Harmony, UE4SS, REFramework, SKSE, ILSpy, Ghidra and every modding community that documented its game.
- The engine playbooks also draw on the September 2026 wave of AI-built mods, and on how their creators explained them in public.
MIT licensed. Fonts: Space Grotesk and JetBrains Mono (SIL OFL).