publish-mod
Skill8 starsChanged 36 days agoMITView on GitHub
Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
- Reads credentials
3 other projects use a version of this, 3 of them edited.
Adopted by
Most recently taken up by
- Arnie016/universal-modder-macedited, first seen Nov 1, 2026
- AhmedTahaAtiya/universal-modder-unrestrictededited, first seen Oct 11, 2026
- rehan-remade/universal-modderedited, first seen Sep 30, 2026
Other versions3 projects use a version of this.
Word for word · 0
None found.
Edited · 3
- rehan-remade/universal-modder★ 9.5k83% same
- AhmedTahaAtiya/universal-modder-unrestricted★ 2383% same
- Arnie016/universal-modder-mac★ 093% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository11 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- asset-pipelineSkill
- fixedseed-assetsSkill
- game-automationSkill
- game-reconSkill
- mashup-modsSkill
- mod-any-gameSkill
- reverse-engineeringSkill
- share-field-notesSkill
- showcase-videoSkill
The file
We split this skill into the rules it gives an agent
2 rules. 2 are common, 0 are distinctive, and 0 are very specific to this project.
2
Common
Most of the 3 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Common: line 44
Use semver in the manifest/build file, name the supported game version, and keep a changelog.
- Common: line 50
If the video uses anyone else's footage, credit them by handle and ask first.
“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.
Files
Publish a mod
1. Lint
fsgc publish check ./MyMod --game "<game install folder>"- FAIL: files byte-identical to game files, leaked keys (FixedSeed/Stripe/Anthropic/OpenAI/GitHub/AWS),
.envfiles. - WARN: decompiler fingerprints in source (
FUN_/DAT_/sub_names, "Decompiled with" headers), large engine archives, absolute user paths, a missing README, FixedSeed assets without credit.
Fix every FAIL. Resolve each WARN deliberately. For example, AoE2 data mods do ship a modified .dat, which
is the platform's norm.
2. Package the way the platform expects
| Platform / loader | Package |
| tModLoader | Build → .tmod; publish from the in-game Mod Sources menu (Steam Workshop) |
| BepInEx / Thunderstore | zip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100 |
| Nexus Mods | zip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak) |
| AoE2 DE | the official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/... |
| Steam Workshop | the game's own uploader or SDK tool |
| Minecraft | Modrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml |
| ROM hacks / GameMaker | patches only (BPS/IPS/xdelta), never the modified game file |
3. README (in the zip and on the page)
- What it adds: bullets, a GIF or the showcase video.
- Requirements: game version, the loader and its version, dependencies.
- Install, uninstall and troubleshooting (where the log is).
- Compatibility: multiplayer? Known conflicts?
- Credits:
- the loader and libraries;
- references you learned from;
- "Art/audio generated with FixedSeed (fixedseed.com) using
<models>" (fixedseed_manifest.jsonllists them); - honest AI disclosure (which agent and model built it).
- License for your code (MIT/Apache is common). Your assets' terms follow the models' licenses.
4. Version and changelog
Use semver in the manifest/build file, name the supported game version, and keep a changelog. When the game updates, re-run the in-game test scene before bumping.
5. The post
- Lead with the video: the showcase-video skill; 20-45 s, gameplay within 2-3 s.
- Post text: the hook, what it is, the "how" credit (which agent + FixedSeed built it), a link.
- If the video uses anyone else's footage, credit them by handle and ask first.
- Publishing is always the user's call. Draft it, show them, and let them press the button.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
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.

