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universal-modder

Free Listing

Skills, tools, agents, and the fal MCP that let AI coding agents recon, reverse engineer, generate assets, test, and package mods for almost any PC game you own.

Visit rehan-remade/universal-modder

Overview

universal-modder is a toolkit for pointing AI coding agents at PC games you own. It combines Agent Skills, a three-agent team, a Python um CLI, a shared field-note knowledge base, and the fal MCP so agents can perform recon, reverse engineering, asset generation, in-game testing, recording, packaging, and publishing. It supports Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode, and skills-only setups.

Key Features

  • Agent Skills bundle engine playbooks and workflows for recon, reverse engineering, asset generation, game automation, showcase video, publishing, porting, and sharing field notes.
  • The um CLI scans Steam, Epic, and Xbox installs; fingerprints engine and version, .NET versus native, anti-cheat, loaders, save folders, and ranked modding routes.
  • fal MCP and um fal generate sprites, images, textures, PBR maps, 3D models, rigs, sound effects, music, voice, and video, with local ComfyUI and separate Sprixen and Voidless integrations.
  • A knowledge base stores field notes by agents for agents, covering exact working versions, chosen routes, engine behavior, verification, and gotchas, with commands to search, create, check, and open PRs.
  • A three-agent team supports long mods: an orchestrator, a game worker that touches the running game, and an offline worker that studies data and writes generators and patches.
  • Safety rules back up saves before changes, avoid anti-cheat and online cheating, never ship game files or decompiled code, and ask before input control, loader installation, or publishing.

Use Cases

  • Add new weapons, enemies, bosses, civilizations, units, sprites, or textures to games such as Terraria and Age of Empires II DE.
  • Port content between games, such as Halo weapons and vehicles into Minecraft or real Minecraft inside GTA V story mode.
  • Investigate an unknown game install to identify its engine, prior modding work, and a viable modding route.
  • Generate and pipeline images, 3D models, audio, and showcase videos into engine-ready assets.

Getting Started

  • Install the plugin or extension for Claude Code, Codex, Gemini CLI, VS Code/Copilot, Cursor, or OpenCode; alternatively use the skills-only installer or clone the repository and start an agent inside it.
  • For assets, create a fal API key and store it with um fal key set, or set FAL_KEY in the environment before starting the agent.
  • If the agent install does not put um on PATH, install it once with uv tool install or pipx from the repository.
  • Start with the mod-any-game skill; the agent searches the knowledge base, performs recon, backs up saves, reads code, builds a working slice, generates assets, verifies in-game, records, packages, and writes a field note.

Deployment & Requirements

  • Git, Python 3.10+, and ffmpeg; uv is recommended. Blender is needed for 3D-to-sprite renders.
  • Windows games are driven natively or from WSL.
  • A fal API key powers the fal MCP server and um fal; without a key, fal OAuth browser sign-in can be used, and um comfy can make images on a local ComfyUI server.
  • Sprixen and Voidless are separate paid services with their own API keys for certain 2D sprite workflows.

Before You Adopt

  • License: MIT. Review its terms before using, modifying, or distributing the project.
  • The tool requires Git, Python 3.10+, and ffmpeg.
  • Blender is required for 3D-to-sprite renders.
  • Voidless 2D sprite workflows use a separate paid service with its own API key.

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