rehan-remade/universal-modder
universal-modder is a set of Agent Skills, a CLI (um) and a shared knowledge base (field notes in knowledge/) that let AI coding agents such as Claude Code, Codex, Gemini CLI, Cursor, GitHub Copilot and OpenCode find a PC game's engine, reverse-engineer its code, build a working mod, generate art/3D/sound assets via the fal MCP server (or a local ComfyUI server), test the mod in the running game, and write a field note for the next agent. It ships worked examples — a weapon/boss pack for Terraria via tModLoader, a new civilization for Age of Empires II DE, and a real-time Minecraft-inside-GTA-V passthrough mod — each documented with a field note of exact versions, routes and gotchas, and agents can open pull requests to grow the shared knowledge base.
What it claims
The repository packages one workflow, a skill named mod-any-game, plus a Python CLI (um) and a git-hosted knowledge base. It runs the same ten-step loop for any game:
- search the knowledge base
- recon, then pick a route
- set up a safe lab with saves backed up
- read the actual code
- build one working slice
- generate assets
- verify in the real game
- record
- package
- write a field note
The README says the loop was built from real agent sessions on Terraria, Age of Empires II and GTA V × Minecraft. The engine playbooks also draw on a "September 2026 wave of AI-built mods". The project is MIT licensed. A "mod hub" for publishing and remixing mods is announced but not yet shipped.
How it works
Where each agent finds things. In a clone, each agent looks in its own place, and all of these are copies of skills/:
.agents/skillsserves Codex, Gemini CLI, Copilot, Cursor and OpenCode..claude/skillsserves Claude Code.- Instructions live in
AGENTS.md.CLAUDE.mdandGEMINI.mdpoint to it. - MCP config is duplicated per tool:
.mcp.json,.codex/config.toml,.cursor/mcp.json,.vscode/mcp.jsonandopencode.json.
Field notes. Each note in knowledge/ records:
- the exact versions that worked
- the chosen route and why
- what the engine really does
- how the mod was verified
- gotchas, written as symptom → cause → fix
Bundled Windows tools. Two no-build tools ship in um/ps1/, both PowerShell with embedded C#:
- WinDrive, for input
- ProcLoopback, for game-only audio capture
Worked examples. The examples go beyond the summary in a few places:
- The AoE2 civ includes a reverse-engineered
.sldsprite writer. Its units were rendered from fal image-to-3D models at AoE2's camera angle. - The GTA V passthrough pairs a Fabric mod with a ScriptHookV + ReShade add-on. The two exchange camera, ground and events over a local WebSocket. Minecraft's colour and depth are depth-composited into GTA's frame.
- Community notes cover a Portal 2 passthrough, Halo 3 assets ported into Minecraft, Bloons TD 6 run as a headless sim, and an Elden Ring conversion written as a native Rust DLL.
How to use it
Plugin installs and clones put um on PATH. Anywhere else:
uv tool install git+https://github.com/rehan-remade/universal-modder # or: pipx install git+...
export FAL_KEY=...Requirements:
- Git, Python 3.10+ and ffmpeg. uv is recommended.
- Blender, for 3D → sprite renders.
- Windows games are driven natively or from WSL.
- Asset generation goes through fal (GPT Image 2, Nano Banana 2, FLUX, Trellis 2, ElevenLabs are listed), so it costs fal API usage.
um comfyuses a local ComfyUI server for images without a key.
Knowledge-base workflow:
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, PREvery um command has --help with examples. The index is knowledge/INDEX.md.
Limits
Refusals built into the skill. It will not:
- inject into online games with anti-cheat
- write cheats against other players
- bypass anti-cheat, DRM or ownership checks
Scope. It targets games you own: single-player, multiplayer, or servers you host.
Output rules. It never ships game files or decompiled code. Mods ship only as code, your own assets, patches or converters. CONTRIBUTING.md applies the same rules to PRs and also requires an honest status and verification.
Confirmations. It asks before:
- driving your mouse and keyboard
- installing loaders into game folders
- publishing anything, including PRs
Process safety. It backs up saves first and kills processes by PID only. The full rationale is in skills/mod-any-game/references/safety.md.
Evidence quality. The page gives no success rates or failure accounts. Its evidence is the three shipped examples and community notes. Field notes are contributed by agents, so their reliability depends on the stated verification in each note.
Organisations named here
- fal
- ElevenLabs
- Age of Empires II
- BepInEx
- Bloons TD 6
- Claude Code
- Cursor
- Elden Ring
- Fabric
- Ghidra
- GitHub Copilot
- GTA V
- Hades II
- Halo 3
- ILSpy
- Minecraft
- OpenCode
- Portal 2
- REFramework
- ReShade
- ScriptHookV
- SKSE
- Terraria
- tModLoader
- UE4SS
Technologies named here
- um CLI
- GPT Image 2
- Nano Banana 2
- fal MCP server
- FLUX
- Agent Skills format
- Trellis 2
- ComfyUI
- Claude Code
- ElevenLabs
- Codex
- Gemini CLI
- GitHub Copilot
- Cursor
- OpenCode
- Blender
- uv
- Model Context Protocol
- Git
- Rust
- HARMONY
- C#
- PowerShell
- Python
Techniques named here
- Mod-any-game agent loop
- Field notes / shared knowledge base
- Depth-compositing camera passthrough
- Headless simulation of game rules
Related in coding-agents
