agentleFS
Arnie016Arnie016/universal-modder-mac/skills/share-field-notes/SKILL.md

share-field-notes

Skill0 starsChanged 43 days agoMITView on GitHub

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.

3 other projects use a version of this, 3 of them edited.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

5 rules. 3 are common, 0 are distinctive, and 2 are very specific to this project.

  • 3

    Common

    Most of the 3 edited versions we read keep these.

  • 0

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Common:

    Treat what you find as strong hints, not gospel.

    line 24
  2. Very specific:

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

    line 28
  3. Common:

    every failure with its cause once you know it.

    line 32
  4. Common:

    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.

    line 52
  5. Very specific:

    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.

    line 76

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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;
    • 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.

Download now (ZIP)

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Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.