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share-field-notes

Search shared game modding notes and turn session findings into reusable documentation. Record exact versions, engine behavior, verification limits, and fixes for common problems, then validate the note and prepare a public contribution for human approval.

中文简介正在准备中。当前显示英语简介。

原文查看原文说明

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.

查看安装方法

适用场景

  • Search existing notes before modding a game
  • Find clues about an engine-specific problem
  • Document verified findings after a modding session
  • Add version updates or corrections to an existing note

包含的文件(1)

  • SKILL.md4.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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). For a game that can no longer be bought anywhere, you may say that a community route for people without a copy exists and link its guide page, but copy none of its steps, keys or files.

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.

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同一仓库的技能

Prepare generated or hand-drawn artwork for a game's required file layout, dimensions, colors, and transparency. Create sprite sheets, assemble animation frames, and render 3D models into consistent views for use as game images.

中文简介正在准备中。当前显示英语简介。

  • Prepare artwork for a game's required sprite dimensions
  • Assemble animation frames into a sprite sheet
  • Render a 3D unit from multiple directions
rehan-remade/universal-modder85062026年10月20日 更新

Create game assets through fal.ai, including sprites, textures, 3D models, sound effects, music, voices, and video clips. Guides consistent visual variations, file conversion, model selection, and generation records so assets can be traced and regenerated.

中文简介正在准备中。当前显示英语简介。

  • Create transparent sprites and icons for a mod
  • Generate seamless textures and material maps
  • Build and rig a 3D character from an image
rehan-remade/universal-modder85062026年10月20日 更新

Launch and control a real game to verify mods through screenshots and logs. Automate menus, keyboard and mouse input, and repeatable test scenes, with guidance for connecting an agent to game state through a JSON bridge.

中文简介正在准备中。当前显示英语简介。

  • Verify a mod inside the running game
  • Automate menu navigation and keyboard or mouse input
  • Build a repeatable test or demo scene
rehan-remade/universal-modder85062026年10月20日 更新

Investigate an installed game before making a mod. Identify its engine, available mod loaders, save locations, anti-cheat protection, and compatibility issues, then record a practical approach and unresolved questions in MODDING_PLAN.md.

中文简介正在准备中。当前显示英语简介。

  • Check whether an installed game can be modded
  • Identify a game's engine and available mod loaders
  • Investigate Windows game compatibility on macOS or Linux
rehan-remade/universal-modder85062026年10月20日 更新

Research game modding methods and tools across public websites and archived pages. Recover information from dead forum links, compare reports, and produce findings with source URLs, version details, credibility notes, and clearly identified gaps.

中文简介正在准备中。当前显示英语简介。

  • Find earlier modding work for a game
  • Recover information from dead forum links
  • Check reports about a tool's supported versions
rehan-remade/universal-modder85062026年10月20日 更新

Build mods that combine content or gameplay from different games. Choose between content ports, two games exchanging data, embedded game engines, or rewritten rules, with clear integration plans and checks against the original behavior.

中文简介正在准备中。当前显示英语简介。

  • Bring an enemy or weapon from one game into another
  • Connect two running games through shared state
  • Rebuild another game's rules inside a host game
rehan-remade/universal-modder85062026年10月20日 更新

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