Run Nx Generator
nrwl/nx
Run Nx generators with prioritization for workspace-plugin generators.
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install clshortfuse/renodx setup-game-mod-dev --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .claude/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .claude/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-devType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install clshortfuse/renodx setup-game-mod-dev --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .agents/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .agents/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install clshortfuse/renodx setup-game-mod-dev --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .cursor/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .cursor/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/clshortfuse/renodx.git --path .agents/skills/setup-game-mod-dev--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install clshortfuse/renodx setup-game-mod-dev --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .gemini/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .gemini/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install clshortfuse/renodx setup-game-mod-devInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .github/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .github/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install clshortfuse/renodx setup-game-mod-dev --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/clshortfuse/renodx.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/setup-game-mod-dev .opencode/skills/setup-game-mod-dev && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "setup-game-mod-dev" agent skill from https://github.com/clshortfuse/renodx/tree/main/.agents/skills/setup-game-mod-dev into .opencode/skills/setup-game-mod-dev/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "setup-game-mod-dev", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
setup-game-mod-devRenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…
Setup Game Mod Dev is an agent skill from clshortfuse/renodx. RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification. Use when starting a new src/games/{game} mod, continuing game-specific addon work, configuring DevKit for a game, or turning DevKit findings into a real mod.
Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `templates/verification-checklist.md`).
It sits in Development, covering Project scaffolding. It works with Model Context Protocol and C++. The repository describes itself as: Renovation Engine for DirectX Games. The licence is MIT.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 374d07b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Setup Game Mod Dev loads about 4.6k tokens when it runs. Until then it costs about 105 tokens; SKILL.md has 2,345 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from clshortfuse/renodx at commit 374d07b, republished under its MIT licence (© clshortfuse). 2,345 words, ~4,619 tokens.
.claude/skills/setup-game-mod-dev/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Set up RenoDX mod development for a specific game. Cover the local toolchain, DevKit/MCP inspection, game-folder ReShade/addon links, and the initial or continued src/games/{game} workflow.
Before planning, reviewing, creating, or editing RenoDX-authored C++ under
src/, read docs/CXX_STYLE.md in full and follow it. Loading an instruction
that references the guide is not a substitute for reading the guide itself.
Focus on the development environment and mod scaffold. For swapchain/resource tracing, HDR source proof, resource upgrades, or rejecting final-SDR inverse-tonemap approaches, use swapchain-resource-analysis. For shader-side tonemap/LUT math after the target pass is known, use handle-sdr-tonemap-lut.
| Need | Use |
|---|---|
| Create/resume a game folder, build targets, link ReShade/addons, configure DevKit paths | This skill |
Trace final output, resource formats, swapchain proxy, SwapChainPass, SDR/HDR output toggle, or HDR source proof | swapchain-resource-analysis |
| Edit the proven game shader for RenoDRT/PsychoV/LUT bridge math | handle-sdr-tonemap-lut |
Keep this skill focused on getting the mod development environment and baseline workflow ready. Record enough facts for handoff, but do not duplicate the specialized swapchain/resource or shader-math workflows.
src/games/{game} folder unless cross-mod work is explicitly requested.src/games/generic.renodx-{mod}.addon64 or .addon32.devkit and mcp_bridge targets for local inspection; their debug outputs are renodx-devkit.addon64 and renodx-mcp-bridge.exe.clang-* configure/build presets. Treat ninja-* and vs-* presets as workflow testing paths only, not normal mod development paths..cso files in src/games/{game}. They can shadow editable HLSL during live shader loading.Collect or infer these before editing files or changing a game folder:
| Fact | Notes |
|---|---|
| Work mode | continue if src/games/{game} exists or the user says resume; fresh otherwise. |
| Mod folder id | Lowercase folder name under src/games, usually no spaces. |
| Game title | Human-readable metadata title. |
| Game binary folder | The folder where ReShade and .addon64/.addon32 files must load from. Infer from metadata when possible, but verify because it may be a subfolder such as ...\Binaries\Win64. |
| Executable/process | game_exe or process_name for metadata and runtime checks. |
| Graphics API | Usually d3d11, d3d12, or vulkan; affects loader DLL naming and shader targets. |
| Architecture | Usually x64; use .addon32 only for 32-bit games. |
| Swapchain/output state | Optional early fact: known swapchain format/color space, especially RGBA8U/UNORM bottlenecks or existing HDR/scRGB/PQ paths. |
| Proxy/resource need | Optional early fact: whether evidence suggests a RGBA16F proxy, resource upgrade, SwapChainPass output shader, or output preset cbuffer is needed before shader-side tonemap work. |
| Store ids | Steam/GOG/Microsoft/Nexus ids if known. |
| Loader name | Default is often dxgi.dll; honor deploy.reshade_preferred_name or game-specific requirements. |
| ReShade state | Whether the game folder already has a ReShade loader DLL, ReShade.ini, and ReShade.log. |
Before asking for missing facts, read src/games/{mod}/metadata.json when it exists. Use deploy.steam_appid, deploy.game_exe, deploy.process_name, deploy.api, deploy.architecture, deploy.reshade_preferred_name, and deploy.detection.default_install_paths to reduce guessing. If steam_appid is present, resolve the local Steam install by reading Steam libraryfolders.vdf and appmanifest_{appid}.acf, then use game_exe/process_name to locate the binary folder. Steam metadata alone usually resolves only the install root; still ask when executable metadata is missing, the game is not locally installed, or multiple executable matches make the injection folder ambiguous.
When invoked, produce or maintain these sections in the response or working notes:
devkit, mcp_bridge, {mod}) and any game-shutdown requirement.Use this path when src/games/{mod} already exists.
metadata.jsonaddon.cppshared.hREADME.md, verification/dev notes, or repo memory if presentdevkit and mcp_bridge if inspection tooling changed or is missing{mod} for the game addonrenodx-devkit.addon64 or .addon32renodx-{mod}.addon64 or .addon32src/games/{mod} by copying the relevant files from src/games/generic.addon.cppshared.hmetadata.jsonaddon.cpp:NAME should identify RenoDX for the game.DESCRIPTION should identify the game-specific module.metadata.json with the schema, id, title, status, optional summary/tags, and deploy fields such as game_exe, api, steam_appid, and architecture.addon.cpp; do not edit global CMake just to add a game folder.Clang debug is the default path for mod development builds.
| Architecture | Configure preset | Development build preset |
|---|---|---|
| x64 | clang-x64 | clang-x64-debug |
| x86 | clang-x86 | clang-x86-debug |
When working on mods, assume debug build artifacts. Use release presets only for explicit packaging/deploy requests, not normal development or DevKit iteration. Do not use ninja-*, vs-*, or ad-hoc build folders for real mod development; reserve them for workflow testing or explicit user requests.
bin when DevKit decompilation or DXC isolation is needed:dxc.exedxcompiler.dllcmd_Decompiler.exedevkitmcp_bridge{mod}..addon64/.addon32 is locked, stop the game and rebuild; do not work around it by renaming random artifacts.Use symlinks for local development when possible; copy only when symlinks are unavailable or the user asks for deploy-like behavior.
deploy.detection.default_install_paths, then Steam deploy.steam_appid via local appmanifest_{appid}.acf, then locate deploy.game_exe/process_name under that root. Do not assume the Steam install root is the injection folder.dxgi.dllReShade.inirenodx-devkit.addon64/.addon32renodx-{mod}.addon64/.addon32scripts/setup-reshade.ps1 against the game binary folder when ReShade search paths or baseline ReShade.ini need setup.ReShade.log shows both addons loaded.First use scripts/setup-dev-env.ps1 -Update or -Install to populate repo-local bin with ReShade32.dll and ReShade64.dll when they are available from the machine's ReShade install. Then use scripts/setup-reshade.ps1 against the resolved game binary folder before linking addons. If a mod folder already has metadata, prefer scripts/setup-reshade.ps1 -Mod {mod} so the script can infer the Steam install and loader defaults from metadata.json.
The script currently does useful development setup tasks:
dxgi.dll, as a symlink to repo-local bin\ReShade64.dll/bin\ReShade32.dll when available, falling back to %ProgramData%\ReShade;%ProgramData%\ReShade\ReShade.ini into the game folder when ReShade.ini is missing;EffectSearchPaths and TextureSearchPaths in ReShade.ini for the game folder and common ReShade shader folders.[renodx-dev] ToolsPath to the repo bin folder and [renodx-dev] LivePath to src/games/{mod} when -Mod resolves an existing mod folder, otherwise to the game folder's renodx-dev\live path. This avoids starting DevKit with no tools directory configured.If setup reports that ReShade DLLs or %ProgramData%\ReShade\ReShade.ini are missing, install/configure ReShade first, rerun scripts/setup-dev-env.ps1 -Update, then rerun the game-folder setup. Do not fabricate a loader path.
Treat these as script limitations unless the user asks to change it:
-Arch x64 and -LoaderName dxgi.dll;dxgi.dll untouched and reports the conflict.For a 32-bit game, call the script with -Arch x86. For a non-dxgi.dll loader or a game that needs deploy.reshade_preferred_name, pass -LoaderName explicitly and still report any existing non-symlink conflict.
Pass -LivePath <path> when the DevKit live shader directory should differ from the mod folder or game-local renodx-dev\live directory.
When the game is running with DevKit loaded:
bin directory. scripts/setup-reshade.ps1 should preconfigure [renodx-dev] ToolsPath, but use the MCP/overlay setter if the running game loaded an older ReShade.ini or another profile:hasDxcompilerDll: truehasCmdDecompiler: true for DXBC SM4/5 decompilationhasDxilSpirv/hasSpirvCross if SPIR-V paths are neededsrc/games/{mod} for an existing clean editable mod folderswapchain-resource-analysis when the task becomes resource-format proof, SwapChainPass output planning, SDR/HDR toggle behavior, or rejection of a final-SDR inverse-tonemap idea.Follow this strictly to avoid common baseline/decompilation mistakes.
cmd_Decompiler.exe as the primary workflow.renodx-dev/dump, for dumped .cso files and adjacent decompiled outputs.src/games/{mod} only when it becomes the editable live baseline.src/games/{mod} free of dumped .cso binaries.DevKit experiments are proof, not the shipping path.
addon.cpp.{CRC32}.{TARGET}.hlsl or the existing folder's established name_0xHASH.{TARGET}.hlsl pattern.common.hlsl, common.hlsli, or an existing purpose-specific include.shared.h aligned between C++ ShaderInjectData layout and HLSL macros.SwapChainPass proxy pixel shader, final scRGB/PQ or engine-native encoding state, and any injected output preset cbuffer field.Produce a concise verification checklist in the response. Only add or update a mod-local verification document when a committed convention already exists for that mod or the user asks for one. Prefer an existing README.md or existing committed dev/verification note over inventing a new filename.
Use verification checklist template when a durable mod-local checklist is requested.
Include:
{mod}.renodx-{mod}.addon64 or .addon32.SwapChainPass or an equivalent output path without inverse-tonemapping final SDR.Keep verification notes short and actionable: include the exact debug preset/target, expected artifact names, game-folder links, and runtime log/UI checks. Do not turn committed verification docs into scratch logs. For long investigations where agent context, tool output, or session limits can lose important state, keep a temporary scratch log with hypotheses, failed attempts, commands, captures, shader hashes, and next steps; migrate only stable game-specific facts into committed mod docs, metadata, or repo memory.
docs/DEVKIT_MCP.md - deeper DevKit/MCP workflow and tool details.src/games/AGENTS.md - game-folder conventions.src/games/generic - new-mod scaffold.© clshortfuse, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 1 other file in .agents/skills/setup-game-mod-dev of clshortfuse/renodx.
Open the folder on GitHubat commit 374d07b
Setup Game Mod Dev next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Setup Game Mod Dev this skillclshortfuse/renodx | 4.4k | — | ~4.6k | Automated safety check: Pass | MIT | |
| Run Nx Generatornrwl/nx | 29k | 2 repos | ~592 | Automated safety check: Notes | MIT | |
| Tsed CLItsedio/tsed | 3.1k | — | ~2.7k | Automated safety check: Pass | MIT | |
| Trellis Spec Bootstarpanjiemo/SunnyBeach | 178 | 7 repos | ~740 | Automated safety check: Pass | Apache-2.0 | |
| Ue Code AuthoringJasonMa0012/MooaToon | 749 | — | ~1.9k | Automated safety check: Notes | Custom licence | |
| MCP Debuggerdebugmcp/mcp-debugger | 171 | — | ~3.8k | Automated safety check: Pass | MIT |
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clshortfuse/renodx
RenoDX workflow for creating readable analysis graphs and plots from shader math, CSVs, EXRs, LUTs, hue sweeps, tone curves, gamut comparisons, energy/scalar maps, and test-pattern statistics.
clshortfuse/renodx
RenoDX workflow for generating, validating, or debugging BT.2020/BT.2100 HDR PNG artifacts from EXR, linear RGB, nits arrays, scalar maps, or analysis images.
clshortfuse/renodx
RenoDX HLSL/Slang shader workflow for proven shader-side SDR tonemap, hard clip, LUT, color grade, and HDR bridge changes.
clshortfuse/renodx
RenoDX DevKit workflow for tracing swapchain/output passes, SwapChainPass, RGBA8U/UNORM limits, RGBA16F proxy resources, gamma-space float pipelines, HDR10-preferred SDR/HDR output toggles, rare…
clshortfuse/renodx
RenoDX pull request code review checklist for HDR/SDR matching, neutral defaults, tonemap/LUT shaders, SDR LUT clipping/domain mistakes, renodx::lut tooling, SwapChainPass, HDR10-preferred SDR/HDR…
clshortfuse/renodx
RenoDX workflow for generating HDR/SDR test patterns, synthetic charts, ramps, gradients, hue sweeps, color bars, checkerboards, banding panels, gamut stress images, BT.709/BT.2020/AP1 comparisons…
Works with
Categories
RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader…. Setup Game Mod Dev is an agent skill from clshortfuse/renodx. RenoDX workflow for setting up or resuming game mod development with Clang debug builds, DevKit, MCP bridge, ReShade game-folder links, live shader paths, per-game addon scaffolds, metadata, shader dump/decompile baselines, and verification.
Setup Game Mod Dev fits situations like: starting a new src/games/{game} mod; continuing game-specific addon work; configuring DevKit for a game; turning DevKit findings into a real mod.
Run `npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a claude-code`. Or copy the skill folder (.agents/skills/setup-game-mod-dev in clshortfuse/renodx) into .claude/skills/setup-game-mod-dev in your project. Claude Code loads it when a task matches its description.
Run `npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a codex`. Or copy the skill folder (.agents/skills/setup-game-mod-dev in clshortfuse/renodx) into .agents/skills/setup-game-mod-dev in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add clshortfuse/renodx --skill setup-game-mod-dev -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/setup-game-mod-dev, .gemini/skills/setup-game-mod-dev, .github/skills/setup-game-mod-dev and .opencode/skills/setup-game-mod-dev in your project.
SKILL.md names no scripts, command-line tools or credentials: Setup Game Mod Dev is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Setup Game Mod Dev is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 4.6k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Setup Game Mod Dev: Run Nx Generator (nrwl/nx, 29k stars), Tsed CLI (tsedio/tsed, 3.1k stars), Trellis Spec Bootstarp (anjiemo/SunnyBeach, 178 stars) and Ue Code Authoring (JasonMa0012/MooaToon, 749 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
clshortfuse (a GitHub user) maintains it in clshortfuse/renodx, which has 4,445 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on October 8, 2026.
Source: clshortfuse/renodx on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.