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universal-modder

Point Claude (or another coding agent) at any PC game you own: skills and tools for recon, reverse engineering, asset generation, in-game testing and showcase videos.

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Includes the mashup-mods playbook for passthrough mods and the Minecraft × GTA V passthrough example that several other projects grew from.

universal-modder

Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own.

Works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode, or anything that reads AGENTS.md.

The agent finds the game, works out the engine and the route, reads the real code, builds the mod, makes art, 3D and sound with fal, tests it in the running game, cuts the video, and writes down what it learned for the next agent.

any agent knowledge base assets by fal MIT

A tactical nuke in Terraria and robotaxis in Age of Empires II, both built with universal-modder

Install

Pick your agent. Each gets the same skills (Agent Skills format), the fal MCP server, and the um CLI.

AgentInstall
Claude Code/plugin marketplace add rehan-remade/universal-modder, then /plugin install universal-modder@universal-modder
Codexcodex plugin marketplace add rehan-remade/universal-modder, then codex plugin add universal-modder@universal-modder
Gemini CLIgemini extensions install https://github.com/rehan-remade/universal-modder
VS Code / CopilotEnable chat.plugins.enabled, run Chat: Install Plugin From Source, and enter this repo's URL
CursorCursor 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 elsegit 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:

  1. search the knowledge base;
  2. recon, then pick a route;
  3. set up a safe lab (saves backed up);
  4. read the actual code;
  5. build one working slice;
  6. generate assets;
  7. verify in the real game;
  8. record;
  9. package;
  10. 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)

SkillWhat it does
mod-any-gameThe 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-reconPrior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md
reverse-engineeringILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip
fal-assetsSprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video
asset-pipelineArt → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites
game-automationLaunch, screenshot (GPU-safe), click/type safely, windowed mode, crash-reporter cleanup, in-game agent bridges
showcase-videoRecord the window with only the game's audio, pick moments, cut a styled video from an EDL
mashup-modsGame inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations
publish-modLint, package per platform, credits, the post
share-field-notesSearch the knowledge base, write your own note, open the PR

The um CLI (Python). Every command has --help with examples.

um scanFind Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes
um falsprite, 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 spritecutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview
um render3dGLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender
um winshot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg
um videocontact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame
um backupSnapshot, diff and restore save folders
um publish checkBlocks shipping game files, decompiled code and leaked keys
um kbThe 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#.

3D route: fal concept to 3D to 16 AoE2 headings. 2D route: fal art to cutout to a 64x26 Terraria sprite in game.

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 .sld sprite 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).

From the project's repository, fetched . Images load from GitHub.

Releases

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Works for me

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Forks & ports

Built on universal-modder (1)

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