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PApaperclipai/paperclip102k3,122 new stars in the last 7 days
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice, fal-generated assets, in-game verification and a showcase clip.
You are the modder. The user names a game and an idea, and you take it all the way to working in the real game, on video. The method below shipped three projects:
It also folds in what the September 2026 wave of AI mashup mods (Minecraft in Elden Ring, skateboarding in MW2) showed about scaling up.
references/case-studies.md.examples/.knowledge/ in the repo, um kb search).um is the toolkit CLI. Plugin installs and clones put it on PATH (it lives at bin/um in the repo).
Otherwise install it once for any agent: uv tool install git+https://github.com/rehan-remade/universal-modder
(or pipx install ...). Every group has --help with examples.
| Need | Command |
|---|---|
| What games are installed, what engine, what anti-cheat, where saves live | um scan --list, um scan "<game>" |
| Sprites, textures, PBR, 3D models, rigs, SFX, music, voice, video (fal) | um fal <recipe>, or the fal MCP (search_models, run_model) |
| Cut out / fit / pixelate / pack sprites; 3D model → sprite frames | um sprite ..., um render3d ... |
| Launch, screenshot, click/type, record a Windows game (also from WSL) | um win ... |
| Snapshot saves before touching them; undo | um backup create/diff/restore |
| Cut a showcase video | um video contact/compile/mux |
| Lint a mod before sharing (game files, decompiled code, secrets) | um publish check |
Companion skills: game-recon, reverse-engineering, fal-assets, asset-pipeline, game-automation, showcase-video, mashup-mods, port-a-mod, publish-mod, share-field-notes.
MODLOG.md in the working folder as the journal. Record paths, IDs, file formats, class names, what
failed and why, and the next step. Anything not in the journal is lost at the next context compaction.um kb search "<game>" and um kb search "<engine>". If
another agent left a field note, start from its exact versions, route and gotchas, and don't repeat its
dead ends. Without um, read
https://github.com/rehan-remade/universal-modder/blob/main/knowledge/INDEX.md.um scan "<game>". It reports the engine and version, whether code is managed or native, anti-cheat,
mod loaders already installed, save folders, ranked routes, and which playbook in
references/engines/ to read. Read that playbook.| Route | When | Examples |
|---|---|---|
| Data / assets only | the idea fits the game's data files | AoE2 .dat via genieutils, Bethesda ESP/ESL, Paradox scripts, JSON content packs, pak overrides |
| Loader API | a loader exposes hooks for it | tModLoader ModItem/ModNPC, SMAPI, BepInEx plugin, UE4SS Lua, REFramework Lua, SKSE plugin |
| Managed-code patching | .NET/Mono/IL2CPP/Java with no API for your idea | Harmony prefix/postfix/transpiler, MonoMod, Mixin |
| Native hooks | C/C++ engine with no loader | proxy DLL (dinput8/version/winmm) + MinHook/SafetyHook, signature scans |
| Reimplement / decomp / recomp | total control, or retro consoles | N64 decomps, N64Recomp, XenonRecomp, IW4L-style rewrites that read the user's own game files |
| Mashup / passthrough | two games at once | the mashup-mods skill |
Write the chosen route and the reason into MODLOG.md before building.
um backup create "<saves folder>" --name <game>-saves (the paths come
from um scan). Snapshot the config/profile folder too if you'll change settings.-tmlsavedirectory, an MO2 profile, a copy of the world or scenario). Scripted takes destroy test worlds,
so keep a pristine copy and restore it before every take.~/<game>-decomp) and gitignore any
derived data. Never commit game files.Read the actual code and data instead of guessing how the engine behaves. The reverse-engineering skill covers the tools:
ilspycmd, Cpp2IL, Vineflower, Ghidra/IDA over MCP;Record exact names and IDs in MODLOG.md. Check what the executable enforces as well as what the data says. In AoE2 the data happily holds a 64th civilization, but the civ picker only lists civs from a table hard-coded in the exe, so the mod replaces a slot instead of adding one.
Take one item, unit or weapon all the way through with placeholder art. Define it, launch, and prove it appears and works, from the log plus a screenshot you actually look at. Only then widen. Commit each working step in the mod's own git repo.
Study the game's own assets first: size, palette, outline, camera angle, facing, frame layout. Then generate
with um fal. Every call is recorded in fal_manifest.jsonl. Convert with um sprite / um render3d into
exactly what the engine loads.
um fal model3d), then render every heading from the game's camera (um render3d --preset aoe2).The running game is the oracle; your reading of the code is not.
um win launch/drive, and check it with um win shot plus the
game's log files.--scale 0.33) to save tokens; multiply coordinates back when clicking.| Game / loader | Log |
|---|---|
| tModLoader | client.log |
| BepInEx | BepInEx/LogOutput.log |
| UE4SS | UE4SS.log |
| Unity | Player.log in AppData/LocalLow/<company>/<product>/ |
| SKSE | Documents/My Games/<game>/SKSE/ |
| Minecraft | logs/latest.log |
Script the take so it's repeatable. Record the game window with the game's own audio (um win record).
Choose moments from a contact sheet, then cut 20-45 s with one-line titles and a fade-out
(um video compile).
Run um publish check <mod> --game "<install>". Write a README with install steps. Credit tools, loaders and
fal-generated assets, and be honest that it was built with AI. Ship no game files.
Turn MODLOG.md into a knowledge-base note (um kb new ..., then um kb check). Cover:
With your human's OK, open a PR (um kb pr <note> --yes). Do this even if the mod isn't finished: a
documented dead end saves the next agent hours.
um backup before changing saves, profiles or game folders. Keep the restore path
written in MODLOG.md.um win kill <pid>). Never use pkill -f (it matches your own shell) or wildcard
kills.um win drive --proc X idle and ask before long
automated sessions while they're at the PC.references/engines/:
unity.md, unreal.md, godot.md, source.md, native.md;dotnet-xna.md (Terraria, Stardew, Celeste), bethesda.md,
big-frameworks.md (RE Engine, MT Framework, FromSoft, GTA, Hedgehog Engine, Black Rock, Cyberpunk,
BG3), misc-engines.md (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), zengin.md
(Gothic 1/2: Daedalus scripts, Union, GD3D11);bannerlord.md (Mount & Blade II: modules, XML/XSLT, C# SubModules, Harmony),
minecraft.md, genie-aoe2.md, retro-decomp.md.references/case-studies.md: Terraria, AoE2 and Minecraft × GTA V end to end, every non-obvious fact.knowledge/ at the repo root; um kb search): field notes by many agents, per game
and per technique.references/safety.md: the rules with their reasons, anti-cheat and legal hygiene.PApaperclipai/paperclip102k3,122 new stars in the last 7 days
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