Agent skill

Mashup Mods

by rehan-remade in rehan-remade/universal-modder

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind.

MITAuto-check passedAI & LLM Engineering

Install Mashup Mods

skills CLI
$ npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install rehan-remade/universal-modder mashup-mods --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/rehan-remade/universal-modder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/mashup-mods .claude/skills/mashup-mods && rm -rf skills-src

Use ~/.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/

Facts

Skill name
mashup-mods
GitHub stars
6.5k
Token cost
~3.3k tokens
SKILL.md length
1,836 words
Files
2 (incl. references)
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind.

  • Works in 7 steps: Work out what the user wants from the… → Name the closest mashup route.… → Find the nearest prior project in… → …
  • The user wants to combine two games
  • SKILL.md covers Before picking a pattern, Pattern 1: port the content…, Pattern 2: passthrough (two… and Pattern 3: embed a decomp as a…, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Mashup Mods is an agent skill from rehan-remade/universal-modder. Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or…

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/mashup-cases.md`).

It sits in AI & LLM Engineering, covering Embeddings. The repository describes itself as: Point Claude at any game. Skills, tools and the fal MCP that let Claude Code mod almost any PC game you own: recon, reverse engineering, fal-generated art/3D/audio, in-game… The licence is MIT.

When your agent uses it

  • The user wants to combine two games
  • World from one game into another
  • Rebuild a games runtime
  • Reimplement the guests rules headless inside a real host

Example prompts

  • “Minecraft inside Elden Ring”
  • “skateboarding in MW2”
  • “s runtime, or reimplement the guest”
  • “/mashup-mods”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Work out what the user wants from the guest game. Its real behaviour (physics, inventory, combat),
  2. Name the closest mashup route. knowledge/techniques/choosing-a-mashup-route.md sorts mashups
  3. Find the nearest prior project in references/mashup-cases.md (route, versions, who owns the
  4. If the guest is rebuilt rather than run (its engine, or one of its mechanics, rebuilt inside the real
  5. Write the contract wherever state crosses between two games, engines or processes: who owns the
  6. Decide how you'll know it works. Before adding features, pick a first slice for your route and
  7. Record the plan and tell the user before building. Write the route you chose and why into

What it can do on your machine

Read from SKILL.md and the folder at commit 50af8bd. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Mashup Mods loads about 3.3k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 146 tokens; SKILL.md has 1,836 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~146
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.5k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from rehan-remade/universal-modder at commit 50af8bd, republished under its MIT licence (© rehan-remade). 1,836 words, ~3,330 tokens.

Download SKILL.mdSave it as .claude/skills/mashup-mods/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
mashup-mods
description
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.

Mashups: putting one game inside another

In September 2026 a wave of AI-built mashups went viral: skateboarding in MW2, Minecraft inside Skyrim, Elden Ring and Mario 64, Black Ops 2 inside Minecraft. They use a handful of patterns. Pick the lightest one that delivers the idea, and plan the oracles before writing code: these projects fail by drifting, not by lacking code.

Before picking a pattern

Work through these steps before writing any mashup code. The routes, patterns and projects they point to come from existing mashups. Start from the closest one, or design something else and write down why. The Guardrails at the end always apply.

  1. Work out what the user wants from the guest game. Its real behaviour (physics, inventory, combat), or only its look or one mechanic? Ask if it isn't clear. The answer decides whether the guest has to run at all, and which route is the lightest that delivers the idea.
  2. Name the closest mashup route. knowledge/techniques/choosing-a-mashup-route.md sorts mashups into seven routes. "Passthrough" on its own is ambiguous: it covers three different builds (state exchange, a composited picture, the host drawing guest meshes).
  3. Find the nearest prior project in references/mashup-cases.md (route, versions, who owns the player, units, transport). If you can reach its repository, read its README and design doc. Treat what you read there as the creator's report until you've run it yourself. Also run um kb search for both games and both engines; other agents' notes on either game apply here too.
  4. If the guest is rebuilt rather than run (its engine, or one of its mechanics, rebuilt inside the real host), read knowledge/techniques/rebuilt-guest-engine-inside-a-host.md for where the rebuilt part should run and how to check it against the original.
  5. Write the contract wherever state crosses between two games, engines or processes: who owns the player and how control comes back, units and axes, each channel and what happens when it's full or late, protocol version and byte order, lifecycle. Keep it in docs/CONTRACT.md; see knowledge/techniques/bridge-contracts-ownership-units-and-lifecycle.md.
  6. Decide how you'll know it works. Before adding features, pick a first slice for your route and the check that proves it. See the first-slice table in knowledge/techniques/choosing-a-mashup-route.md and knowledge/techniques/oracles-how-agents-know-a-mod-works.md.
  7. Record the plan and tell the user before building. Write the route you chose and why into MODLOG.md, as the mod-any-game skill already asks. Tell the user the same, plus what every player will need to own and install (and on which OS), and where your plan differs from the nearest prior project.

Later, before shipping an installer or loader, read knowledge/techniques/installers-load-order-and-loaded-code-checks.md (loaded-code checks, load order, pinned downloads, exact uninstall).

Pattern 1: port the content (lightest)

Bring an enemy, weapon or block type into the host as new host content that imitates the guest. Examples: "Claude added creepers to Dark Souls", Minecraft blocks as Elden Ring items.

  • Read the guest's behaviour from its source of truth: decompile or read the wiki's exact numbers (speeds, timers, damage). Reimplement it in the host's mod API (host AI state machine, host projectile).
  • Assets: never copy the guest's files into your mod. Convert them from the user's install at runtime or install time (a converter script), or recreate lookalikes with fal.
  • It's cheap and robust, with no IPC. It works with any host that has a loader.
  • Worked converter: Bloons TD 6 assets (Unity 6) to a private Minecraft resource pack, see knowledge/games/minecraft/bloons-td-6-in-minecraft.md and asset-pipeline section 6.

Pattern 2: passthrough (two games at once)

chasm's description of Minecraft-in-Skyrim: "minecraft and skyrim run at the same time and you make a mod for both that lets them communicate. Then you passthrough the things you want into the renderer in the right place and feed stuff like collision data back to minecraft." The source is now public as SkyCraft. In 0.1.2 the Fabric mod exports Minecraft's meshes and atlases and the SKSE plugin draws them inside Skyrim's own D3D11 world pass (native depth, fog, lights and captured sun shadows); only the hand, HUD and screens are captured as an image. Skyrim's Havok shapes come back as triangles plus voxels. LibertyCraft forked it for GTA IV and kept the guest side. The design below is the standard way to build it.

  1. Guest process (e.g. Minecraft with a Fabric mod, or a headless reimplementation): runs the simulation and publishes state every tick. That's entities/blocks near the player, or a rendered layer.
  2. Transport, all on 127.0.0.1:
    • state: a shared-memory ring buffer (CreateFileMapping) or UDP/named pipes;
    • control: JSON lines or HTTP;
    • GPU frames: DXGI shared handles (CreateSharedHandle / OpenSharedResource1 + keyed mutex), Vulkan external memory, or Spout2. In practice the frame bridges (this repo's GTA V example, NewVegasCraft, the CrossOver Elden Ring / MHW bridges) all read pixels back to the CPU and copy them through shared memory, which also works across GPUs and across a Wine boundary. Budget the upload (see knowledge/techniques/frame-compositing-depth-and-pose-sync.md).
  3. Host injection: a host-side plugin (SKSE/xNVSE/UE4SS/REFramework/ReShade addon) draws the guest's geometry inside the host's pass. It uses the host's view-projection matrices (find them with RenderDoc) and depth buffer, or spawns host-native objects so host lighting and shadows apply. The Skyrim clip gave Steve Skyrim's lighting, which points to scene integration, not a flat overlay.
  4. Back-channel: the host's collision near the player (raycasts, or exported nearby mesh) goes to the guest as solid blocks or colliders. Input routes to one process at a time.
  5. Sync: timestamps on every message, tolerance for the two frame rates, and a watchdog when one side dies. Publish a pose only with its pixels and match them on the host; read the host camera at present time. Collision is per direction and per consumer: see knowledge/techniques/collision-and-combat-bridging.md.
  6. Start small: a cube from process A drawn in B at the right spot. Then positions every frame, then collision, and only then real content.

Bridge-plugin template in public: chasm-bridge-fnv (thin xNVSE plugin, file-drop/HTTP transport, data-driven actions). The Terraria agent bridge in examples/terraria-tmodloader/reference/ is the same idea.

Worked example: real Minecraft inside GTA V

Code: examples/minecraft-gta5-passthrough. Every lesson: knowledge/games/gta-v/minecraft-passthrough.md.

  • Minecraft (Fabric mod): it takes camera, ground and input from the host over a WebSocket on 127.0.0.1. Each frame it writes world colour + depth and a separate hand/HUD overlay into named shared memory.
  • GTA (ScriptHookV ASI + ReShade add-on):
    • it sends GTA's camera and the ground under the player (as barrier blocks);
    • it composites Minecraft's colour against GTA's reversed-Z depth in a shader;
    • it turns Minecraft explosions, arrows and firework hits into GTA explosions and bullets.
  • Mapping: 1 metre = 1 block. GTA (x, y, z) → MC (x, z + offset, −y); yaw = 180 − heading; pitch = −pitch.
  • Latency: Minecraft's frame is re-projected onto GTA's camera, rotation then full 6-DoF with depth. Measure the pose lag with a scene where one side draws something the other doesn't (a gold wall vs the skyline).
  • Built without the game: most of it was built before the host game was even installed, against a fake host (known geometry) and a fake D3D11 "GTA" that runs the real compositor.
  • What didn't work: putting host-game guns in Steve's hands (the aim cam and animations don't fit). Guest weapons with host effects did.
Show full SKILL.md (649 more words)Show less

Pattern 3: embed a decomp as a library

libsm64 turns the Super Mario 64 decomp into a library: feed it collision and input, and it returns Mario's state and mesh. G64 embeds it in Garry's Mod; the host feeds its collision into the guest sim. Any decomp/recomp (see skills/mod-any-game/references/engines/retro-decomp.md) can be wrapped this way. The user supplies their own ROM for assets.

Pattern 4: reimplement, then fuse (heaviest, most control)

  • IW4L: an LLM-written Rust MW2 runtime (Bevy + wgpu). It reads MW2's FastFiles from the user's install and translates the D3D9 shaders to WGSL.
  • The Skate 3 Rust engine: built against a static recomp and an IDA database as oracles.
  • The mashup: fuses both, plus a Minecraft Rust reimplementation, in one process. The skate sim is a worker that takes over the MW2 soldier. MW2 map collision feeds the skate world. Grind rails come from walkable collision edges. Skate bones are retargeted onto the MW2 skeleton.
  • What made it work:
    • A scriptable runtime as the oracle: spawn; wait 2s; screenshot; dump, with blocking verbs and evidence files per run.
    • An evidence journal (context/artifacts/<date>/<step>-FINAL|PART). "Knowledge that is not in an artifact does not exist."
    • Owner-approved end-to-end tests only.
    • A publish check that greps for retail offsets and decompiler names before any push (um publish check does a version of this).
    • Converters that run on the user's files; game assets never committed.
  • Measures and fidelity: knowledge/techniques/engine-recreation-measures-and-fidelity.md covers how each kind of rebuild is measured, why scripts are part of fidelity, and the SDK rules other mods need.

Pattern 5: reimplement the guest's rules headless, keep the host as the view

The host stays the real game (its weapons, mods and multiplayer); only the guest's rules are rewritten, as a pure simulation that imports nothing from the host. Best for guests whose gameplay is numbers (tower defense, card, puzzle, top-down 2D, turn-based) and for online-capable guests you must never inject into. Example: Bloons TD 6 inside Minecraft (knowledge/games/minecraft/bloons-td-6-in-minecraft.md).

  • The sim is the source of truth. Run it at the guest's own step rate and units (BTD6: 60 steps/s, BTD6 units). Game speed changes the number of steps per host tick, never dt.
  • One frame-mapping function between guest units and host coordinates (origin, scale, axis flips), shared by server and client.
  • Mirror entities for what the player must touch. Host entities whose position is copied from the sim each tick and whose hurt/interact handler forwards into the sim. Strip everything the host would otherwise do to them: AI, gravity, knockback, potions, fire, pushing.
  • No host entity for high-volume things (projectiles, particles). Send batched spawn records once per tick and run the same motion code on the client. Batch effects and sounds the same way, with caps.
  • Every UI button is a command. Screens display a server snapshot and send commands back, so each action is testable without the screen.
  • Host features feed the sim, never bypass it. Host weapons, blocks or potions become sim statuses and damage events; with none of them, the game must play out identically (check with a headless run).
  • Guest assets come from a converter run on the user's own install into a local, private resource pack; the mod must stay playable with placeholders when the pack is missing.
  • Oracles: the headless engine bench first (seconds, no host), then host-side benches (see knowledge/techniques/oracles-how-agents-know-a-mod-works.md).

Guardrails

  • Offline, single-player or servers the user runs. Never network into the real games' official online services.
  • Everything guest-side comes from the user's own install or dump. Publish code and converters, not assets (um publish check --game).
  • An online-capable guest (accounts, co-op, leaderboards) is read from its files offline only: never launched, patched or hooked by the mod or its tools.
  • Be honest about what's AI-built. Creators who weren't got called out publicly.
  • Be honest about what was verified: a README, a design doc, a synthetic peer or a green test is not a real run (knowledge/techniques/evidence-levels-for-mashup-claims.md).

© rehan-remade, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/mashup-mods of rehan-remade/universal-modder.

  • SKILL.md
  • references/mashup-cases.md

Open the folder on GitHubat commit 50af8bd

Compare with similar skills

Mashup Mods 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.

Mashup Mods compared with similar skills
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SageMaker Serving Image Selectionhuggingface/skills11k1 repos~4.6kAutomated safety check: PassApache-2.0
Codebase Managementgiancarloerra/SocratiCode3.3k1 repos~1.8kAutomated safety check: PassAGPL-3.0
CLIP Image-Text MatchingOrchestra-Research/AI-Research-SKILLs13k7 repos~1.7kAutomated safety check: PassMIT
Sentence-Transformers Training Routerhuggingface/skills11k1 repos~2.6kAutomated safety check: PassApache-2.0

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Questions about Mashup Mods

What does Mashup Mods do?

Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Mashup Mods is an agent skill from rehan-remade/universal-modder. Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind.

When should I use Mashup Mods?

Mashup Mods fits situations like: the user wants to combine two games; world from one game into another; rebuild a games runtime; reimplement the guests rules headless inside a real host.

How do I install Mashup Mods in Claude Code?

Run `npx skills add rehan-remade/universal-modder --skill mashup-mods -a claude-code`. Or copy the skill folder (skills/mashup-mods in rehan-remade/universal-modder) into .claude/skills/mashup-mods in your project. Claude Code loads it when a task matches its description.

How do I install Mashup Mods in Codex?

Run `npx skills add rehan-remade/universal-modder --skill mashup-mods -a codex`. Or copy the skill folder (skills/mashup-mods in rehan-remade/universal-modder) into .agents/skills/mashup-mods in your project. Codex loads it when a task matches its description.

Can I use Mashup Mods in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add rehan-remade/universal-modder --skill mashup-mods -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/mashup-mods, .gemini/skills/mashup-mods, .github/skills/mashup-mods and .opencode/skills/mashup-mods in your project.

What does Mashup Mods need to run?

SKILL.md names no scripts, command-line tools or credentials: Mashup Mods is instructions for the agent only.

Does Mashup Mods access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Mashup Mods safe to install?

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.

What licence does Mashup Mods use?

Mashup Mods is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Mashup Mods use?

About 3.3k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.1k tokens, read only when the agent opens those files.

What are the alternatives to Mashup Mods?

Skills that share tags, products or a category with Mashup Mods: Chroma Vector Database (Orchestra-Research/AI-Research-SKILLs, 13k stars), SageMaker Serving Image Selection (huggingface/skills, 11k stars), Codebase Management (giancarloerra/SocratiCode, 3.3k stars) and CLIP Image-Text Matching (Orchestra-Research/AI-Research-SKILLs, 13k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Mashup Mods?

rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,452 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 11, 2026.

Source: rehan-remade/universal-modder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.