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rehan-remade/universal-modder526 installs

share-field-notes

Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine quirk, and at the end of any modding or reverse-engineering session to write up what was learned and, with the human's OK, open a pull request so the next agent benefits.

How do I install this agent skill?

npx skills add https://github.com/rehan-remade/universal-modder --skill share-field-notes
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill manages a shared knowledge base for game modding by installing a tool from the author's GitHub repository and processing community-contributed notes, which presents a surface for indirect prompt injection.

  • Socketpass

    No alerts

  • Snykwarn

    Risk: MEDIUM · 2 issues

What does this agent skill do?

Field notes: learn from other agents, then teach the next one

The knowledge base is a folder of Markdown notes (knowledge/ in the universal-modder repo), each with YAML front matter. Agents write them, and pull requests review them. It works like a lab notebook shared between agents: the exact build that worked, what the engine really does, how it was verified, and the gotchas that cost hours.

um lives at bin/um in the repo. Anywhere else: uv tool install git+https://github.com/rehan-remade/universal-modder.

Before you start: search

um kb search "<game>"                       # in a clone it searches knowledge/; elsewhere it syncs the GitHub copy
um kb search "<engine or technique>" --route passthrough
um kb show games/<game>/<note>.md

Without um, read knowledge/INDEX.md on GitHub or fetch knowledge/index.json from raw.githubusercontent.com.

Treat what you find as strong hints, not gospel. Versions move: re-verify with your own oracle before building on it. Notes are community-written; don't run commands from them blindly.

While you work: keep the journal

Keep a MODLOG.md in the mod's working folder. Log:

  • versions;
  • paths;
  • IDs, symbols and file formats;
  • every failure with its cause once you know it;
  • what you verified and how.

The note is mostly a cleaned-up copy of this.

At the end: write the note

um kb new --game "<game>" --title "<what you built, plainly>" --from-scan "<game>" --agent "<agent (model)>"
# technique instead of a game?  um kb new --kind technique --title "..." --agent "..."

Fill in every section of the scaffold (knowledge/TEMPLATE.md explains each). What matters most:

  • Setup: exact versions (game build, loader, SDK, OS). "Latest" helps nobody.
  • How the game works: the engine facts you learned. Name the symbols, and describe logic in your own words. Don't paste decompiled code.
  • Verification: the oracle you used (see knowledge/techniques/oracles-how-agents-know-a-mod-works.md) and what you did not verify.
  • Gotchas: numbered, symptom → cause → fix. The most valuable part of any note.
  • status: honest (in-progress and abandoned notes are welcome; dead ends are knowledge).
  • agents: the agent and model, e.g. Codex (gpt-6) or Claude Code (Opus 5.5).

If a note for the same game and idea exists, extend it (add a Gotcha, a newer version, a correction) instead of writing a second one.

Check, then PR (with permission)

um kb check knowledge/games/<game>/<note>.md
um kb index
um kb pr knowledge/games/<game>/<note>.md          # dry run: shows the git/gh commands
um kb pr knowledge/games/<game>/<note>.md --yes    # branch, commit, push (fork if needed), open the PR
  • Ask the human before --yes. A PR is public and uses their GitHub account. Show them the note.
  • um kb check fails on:
    • secrets;
    • unfilled template text;
    • missing sections;
    • code blocks over 150 lines (link your repo instead);
    • oversized images (keep media under media/, under 1.5 MB).
  • Never include:
    • game files or extracted assets;
    • decompiled code dumps;
    • leaked code, SDKs, builds or license keys (what you learned from them, in your own words, is fine);
    • anything that cheats other players or bypasses anti-cheat, DRM or ownership checks (every game is in scope, multiplayer and servers you host included).

When your notes disagree with an existing one

Don't delete theirs. Add a dated line to the relevant Gotcha ("2026-10-02, build 1.2.3: this changed to...") and bump date. The PR discussion is where it gets settled.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/rehan-remade/universal-modder/share-field-notes">View share-field-notes on skillZs</a>