Agent skill

Publish Mod

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

Package and release a finished game mod. An agent skill from rehan-remade/universal-modder.

MITAuto-check: notesDevelopment

Install Publish Mod

skills CLI
$ npx skills add rehan-remade/universal-modder --skill publish-mod -a claude-code

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

GitHub CLI
$ gh skill install rehan-remade/universal-modder publish-mod --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/publish-mod .claude/skills/publish-mod && 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
publish-mod
GitHub stars
6.1k
Token cost
~812 tokens
SKILL.md length
356 words
Files
1
Skills in repo
10
Repo updated
First seen
Licence
MIT

At a glance

Package and release a finished game mod. An agent skill from rehan-remade/universal-modder.

  • Works in 5 steps: Lint → Package the way the platform expects → README (in the zip and on the page) → …
  • The user wants to ship
  • SKILL.md covers 1. Lint, 2. Package the way the…, 3. README (in the zip and on… and 4. Version and changelog, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Publish Mod is an agent skill from rehan-remade/universal-modder. 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.

Its SKILL.md is about 810 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Development, covering Technical documentation and Linting and formatting. It works with GitHub. 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 ship
  • Tasks that involve Technical documentation
  • Tasks that involve Linting and formatting

Example prompts

  • “/publish-mod”

Workflow steps

5 steps, taken from the step headings in SKILL.md.

  1. Lint
  2. Package the way the platform expects
  3. README (in the zip and on the page)
  4. Version and changelog
  5. The post

What it can do on your machine

Read from SKILL.md and the folder at commit f3e700e. 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 (its code samples are bash).

    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):

    • fomod-docs.readthedocs.io
    • stepmodifications.org
    • modding.wiki

    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

Publish Mod loads about 812 tokens when it runs. Until then it costs about 94 tokens; SKILL.md has 356 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~94
When it runs · the whole SKILL.md, loaded when a task matches
~812

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: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NoteMentions a .env fileSKILL.md:12
    keys (fal/Anthropic/OpenAI/GitHub/AWS), `.env` files.

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 f3e700e, republished under its MIT licence (© rehan-remade). 356 words, ~812 tokens.

Download SKILL.mdSave it as .claude/skills/publish-mod/SKILL.md (or your agent's skills folder).
name
publish-mod
description
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.

Publish a mod

1. Lint

bash
um publish check ./MyMod --game "<game install folder>"
  • FAIL: files byte-identical to game files, leaked keys (fal/Anthropic/OpenAI/GitHub/AWS), .env files.
  • WARN: decompiler fingerprints in source (FUN_/DAT_/sub_ names, "Decompiled with" headers), large engine archives, absolute user paths, a missing README, fal 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 / loaderPackage
tModLoaderBuild → .tmod; publish from the in-game Mod Sources menu (Steam Workshop)
BepInEx / Thunderstorezip with manifest.json, icon.png (256×256), README.md, plugins/<Mod>.dll; dependency strings like BepInEx-BepInExPack-5.4.2100
Nexus Modszip laid out as it installs (Data/... for Bethesda, BepInEx/plugins/..., ue4ss/Mods/..., ~mods/*.pak)
AoE2 DEthe official mod site (ageofempires.com/mods) or the in-game uploader; data mods include resources/_common/dat/...
Steam Workshopthe game's own uploader or SDK tool
MinecraftModrinth / CurseForge jar with fabric.mod.json / neoforge.mods.toml
ROM hacks / GameMakerpatches only (BPS/IPS/xdelta), never the modified game file

A Nexus mod with options gets a FOMOD installer: see the FOMOD tutorial and STEP's FOMOD guide. Nexus Mods' own modding wiki covers the rest of their site's conventions.

Show full SKILL.md (175 more words)Show less

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 fal (fal.ai) using <models>" (fal_manifest.jsonl lists 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 + fal 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.

© 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

Just SKILL.md in skills/publish-mod of rehan-remade/universal-modder.

Open the folder on GitHubat commit f3e700e

Compare with similar skills

Publish Mod 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.

Publish Mod compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Publish Mod this skillrehan-remade/universal-modder6.1k—~812Automated safety check: NotesMIT
Summarise Ecosystem Resultsastral-sh/ruff50k—~2.2kAutomated safety check: PassMIT
Update .NET OS Packagesdotnet/core22k—~2.3kAutomated safety check: PassMIT
WooCommerce Markdown Guidelineswoocommerce/woocommerce11k1 repos~1.7kAutomated safety check: PassCustom licence
Beautify GitHub Readmeoil-oil/beautify-github-readme1.8k—~4.1kAutomated safety check: PassMIT
Add Opik Code Quality Hookcomet-ml/opik22k—~2.3kAutomated safety check: PassApache-2.0

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Works with

Categories

Questions about Publish Mod

What does Publish Mod do?

Package and release a finished game mod. An agent skill from rehan-remade/universal-modder. Publish Mod is an agent skill from rehan-remade/universal-modder. Package and release a finished game mod.

When should I use Publish Mod?

Publish Mod fits situations like: the user wants to ship; tasks that involve Technical documentation; tasks that involve Linting and formatting.

How do I install Publish Mod in Claude Code?

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

How do I install Publish Mod in Codex?

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

Can I use Publish Mod 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 publish-mod -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/publish-mod, .gemini/skills/publish-mod, .github/skills/publish-mod and .opencode/skills/publish-mod in your project.

What does Publish Mod need to run?

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

Does Publish Mod access the network?

SKILL.md names 3 domains. As links in the text: fomod-docs.readthedocs.io, stepmodifications.org and modding.wiki. This is read from the text; nothing was executed.

Is Publish Mod safe to install?

Our automated static check of SKILL.md found notes only (mentions a .env file), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.

What licence does Publish Mod use?

Publish Mod 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 Publish Mod use?

About 812 tokens (SKILL.md is roughly 3.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Publish Mod?

Skills that share tags, products or a category with Publish Mod: Summarise Ecosystem Results (astral-sh/ruff, 50k stars), Update .NET OS Packages (dotnet/core, 22k stars), WooCommerce Markdown Guidelines (woocommerce/woocommerce, 11k stars) and Beautify GitHub Readme (oil-oil/beautify-github-readme, 1.8k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Publish Mod?

rehan-remade (a GitHub user) maintains it in rehan-remade/universal-modder, which has 6,115 GitHub stars. The repository holds 10 skills in this directory. The repository was last updated on October 10, 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.