rehan-remade/universal-modder

★ 9,277⑂ 1,039

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 testing, showcase videos.

About rehan-remade/universal-modder

rehan-remade/universal-modder is an open-source project on GitHub, mainly written in Python. 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 It currently holds 9,277 stars and 1,039 forks with 0 open issues, and was last pushed on an unknown date (repository created unknown).

Project Overview

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GitHub Repository Details

Repository rehan-remade/universal-modder · default branch - · size 0 KB · watchers 0 · source: GitHub REST API and repository README

README

https://github.com/rehan-remade/universal-modder/blob/HEAD/universal-modder: mod any game. Point any AI coding agent at the PC games you own. Publish your mods, remix other people's, and make new ones.

Skills, tools and a shared knowledge base that let any AI coding agent mod almost any PC game you own.
The agent finds the game, works out the engine and the route, reads the real code, builds the mod, makes art, 3D and sound with fal, tests it in the running game, cuts the video, and writes down what it learned for the next agent.

https://github.com/rehan-remade/universal-modder/blob/HEAD/community: join us on discord https://github.com/rehan-remade/universal-modder/blob/HEAD/works with Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot and OpenCode https://github.com/rehan-remade/universal-modder/blob/HEAD/knowledge base: field notes by agents, for agents https://github.com/rehan-remade/universal-modder/blob/HEAD/assets: fal https://github.com/rehan-remade/universal-modder/blob/HEAD/license: MIT

https://github.com/rehan-remade/universal-modder/blob/HEAD/Six mods made by AI coding agents, with the universal-modder tile in the corner: Steve gliding an elytra through Los Santos, the Nether spreading over Los Santos, Minecraft mobs fighting the LSPD, the Halo Warthog in Minecraft, a World at War flamethrower in Minecraft, and World at War zombies in Minecraft. It ends on the universal-modder logo and "mod any game."

Coming next: the mod hub at universalmodder.com. Publish your mods, remix other people's, and make new ones.
Share what you make, get help, and follow along:

https://github.com/rehan-remade/universal-modder/blob/HEAD/join the discord

Install

Pick your agent. Each gets the same skills (Agent Skills format), the fal MCP server, and the um CLI.

| Agent | Install | |---|---| | Claude Code | /plugin marketplace add rehan-remade/universal-modder
/plugin install universal-modder@universal-modder | | Codex | codex plugin marketplace add rehan-remade/universal-modder
codex plugin add universal-modder@universal-modder | | Gemini CLI | gemini extensions install https://github.com/rehan-remade/universal-modder | | VS Code / Copilot | Enable chat.plugins.enabled, run Chat: Install Plugin From Source, and enter this repo's URL | | Cursor | Cursor Marketplace, or clone (Cursor reads AGENTS.md and .cursor/mcp.json) | | OpenCode | Clone and run opencode inside it (opencode.json adds the skills and the fal MCP server)
or, on OpenCode 2, opencode plugin add 'github:rehan-remade/universal-modder#main::path:plugins/opencode' (the um tool and fal MCP; add the skills with Skills only) | | Skills only
(any agent) | npx skills add https://github.com/rehan-remade/universal-modder | | Anything else | git clone https://github.com/rehan-remade/universal-modder and start your agent inside it |

Inside a clone, each agent finds the skills where it looks for them: .agents/skills (Codex, Gemini CLI, Copilot, Cursor, OpenCode) and .claude/skills (Claude Code) are copies of skills/. Instructions are in AGENTS.md, which CLAUDE.md and GEMINI.md point to. MCP config is in .mcp.json, .codex/config.toml, .cursor/mcp.json, .vscode/mcp.json and opencode.json (which also points OpenCode at skills/).

Without a clone, OpenCode 2 installs the plugin in plugins/opencode/ with opencode plugin add: one um_run tool that passes its arguments straight to the CLI and runs um from PATH (see below), plus the fal MCP server when FAL_KEY is set and none is configured. A clone doesn't need it. See plugins/opencode/README.md.

The um CLI. The Claude Code plugin puts it on PATH (its SessionStart hook), and so does a clone opened in Claude Code (.claude/settings.json); in a clone with another agent, export PATH="$PWD/bin:$PATH". Other agents' plugin installs (Codex, Cursor, Gemini CLI, OpenCode) don't, so install it once:

uv tool install git+https://github.com/rehan-remade/universal-modder     # or: pipx install git+...
For assets, get a fal API key. It powers both the fal MCP server and um fal. Rather than exporting it from a shell profile or a .env, store it once with um fal key set: on Linux it goes into the desktop keyring (libsecret's secret-tool), elsewhere into an owner-only ~/.secrets/fal-key, and um fal finds it there (um fal key status shows which source is used). FAL_KEY in the environment still works and wins. The agent configs read FAL_KEY, so start your agent with it set; on Linux, take it from the keyring as below. With no key, fal's OAuth endpoint https://mcp.fal.ai/mcp-relay signs you in through the browser instead (fal's MCP guides), and um comfy makes images on a local ComfyUI server. um sprixen (2D sprites, animation sheets, tiles) uses Sprixen, a separate paid service with its own API key (um sprixen key set). um voidless (2D sprites, 8-way turns, animation sets) uses Voidless, also a separate paid service with its own API key (um voidless key set).
um fal key set                                                   # hidden prompt
export FAL_KEY="$(secret-tool lookup service fal.ai key api)"    # Linux: before starting the agent
You also need Git, Python 3.10+ and ffmpeg. uv is recommended. Blender is needed for 3D → sprite renders. Windows games are driven natively or from WSL.

Try it

Mod Terraria: add a homing missile launcher and a tactical nuke that craters the world. Make the sprites with fal.
Make a new civilization for Age of Empires II with a unique unit rendered from 3D.
Put real Minecraft inside GTA V story mode. Minecraft's camera should follow GTA's, and its TNT should blow up GTA cars.
Port the Warthog from my Halo install into Minecraft, with a gunner on the turret.
What engine is C:\Games\Foo, and has anyone modded it before?

The agent starts with the mod-any-game skill and runs the same loop every time: 1. search the knowledge base; 2. recon, then pick a route; 3. set up a safe lab (saves backed up); 4. read the actual code; 5. build one working slice; 6. generate assets; 7. verify in the real game; 8. record; 9. package; 10. write a field note for the next agent.

A knowledge base that AIs write for AIs

knowledge/ holds field notes: how specific games were actually modded, decompiled and reverse-engineered. Each note gives: Every agent that finishes a mod can open a pull request with its note, so the next agent starts where it left off instead of rediscovering the same traps.
um kb search "grand theft auto"                 # before you start: prior art (works outside the repo too)
um kb new --game "Hades II" --title "A new boon god" --from-scan hades --agent "Codex (gpt-6)"
um kb check knowledge/games/hades-ii/a-new-boon-god.md
um kb pr knowledge/games/hades-ii/a-new-boon-god.md --yes    # after your human says OK: branch, push, PR
Browse knowledge/INDEX.md. Every game is welcome. Contribution rules, for humans and AIs, are in CONTRIBUTING.md: no game files, no decompiled dumps, no cheating other players, and an honest status and verification.

A few notes from the community:

What's inside

Skills (skills/, Agent Skills format)

SkillWhat it does
mod-any-gameThe whole loop, hard safety rules, and engine playbooks: Unity, Unreal, .NET/XNA (Terraria, Stardew, Celeste), Godot, Source 1/2, Bethesda, Minecraft, AoE2/Genie, Bannerlord, Binding of Isaac, RE Engine/MT Framework/FromSoft/GTA/Hedgehog Engine/Black Rock/Cyberpunk/BG3/Avalanche, native C++, indie engines (GameMaker, RPG Maker, Ren'Py, Paradox, Doom, HTML5, LÖVE, Java), retro decomps
game-reconPrior field notes, engine and version, managed or native, anti-cheat, loaders, save folders, community route → MODDING_PLAN.md
game-research-websearchOpen-web research that survives dead forums: Wayback/archive.today, GitHub/code and Nexus/Workshop/Thunderstore APIs, Reddit/YouTube, login-gated handoff, screenshots as evidence
reverse-engineeringILSpy / Cpp2IL / Vineflower / Ghidra and IDA over MCP / Cheat Engine / Frida / RenderDoc; reverse-engineer a file format and prove it with a round trip
fal-assetsSprites with real transparency, consistent variants, pixel art, seamless textures, PBR maps, image-to-3D, auto-rigging, SFX, music, voice, cutscene video
asset-pipelineArt → engine-exact frames: cutout, nearest-neighbour fit, palettes, sheets, team-colour masks, 3D → 8/16-heading sprites
game-automationLaunch, screenshot (GPU-safe), click/type safely, windowed mode, crash-reporter cleanup, in-game agent bridges
showcase-videoRecord the window with only the game's audio, pick moments, cut a styled video from an EDL
mashup-modsGame inside a game: content ports, passthrough mods (worked example: Minecraft × GTA V), decomps as libraries, reimplementations
publish-modLint, package per platform, credits, the post
port-a-modPort an existing mod to a newer version or loader without drift: one pinned source, a private decompile, data extracted by script, unit-by-unit tests, audits by layer, resumable status docs, and a Forge 1.7.10 → Fabric 1.20.1 mapping table
share-field-notesSearch the knowledge base, write your own note, open the PR

Agents (agents/, subagent files with name + description frontmatter): a three-agent team for mods that take days. Claude Code loads them with the plugin; in a clone, start with claude --plugin-dir . --agent mod-orchestrator. Cursor plugins and Gemini CLI extensions read an agents/ folder too (untested here; Gemini CLI's subagents can't start other subagents). Three agents use several times the tokens of one, so keep it for long mods. What worked for one user: the orchestrator on Fable 5.1 at medium effort, the game worker on Sonnet 5.5 at medium, and the offline worker on Opus 5.5 at high. Any agent can read the files as role briefs.

AgentWhat it does
mod-orchestratorThe supervisor. Plans the work, runs the two workers, checks what they claim against logs and files, and reports to the human in plain language. Start it as the main session: claude --agent mod-orchestrator
mod-game-workerThe only agent that touches the running game: build, deploy, launch, probe, measure, fix
mod-offline-workerNever touches the game: studies SDK data, dumps and other mods, designs features, writes generators and patches, tests them against stubs, and hands over the exact live probes to run

The um CLI (Python). Every command has --help with examples.

          CommandWhat it does
https://github.com/rehan-remade/universal-modder/blob/HEAD/um scanFind Steam/Epic/Xbox installs; fingerprint engine and version, .NET vs native, anti-cheat, installed loaders, save folders, ranked routes
https://github.com/rehan-remade/universal-modder/blob/HEAD/um falsprite, image, edit, rmbg, pixelate, upscale, texture, pbr, model3d, rig, sfx, music, voice, video, run, search, schema, price. Plain REST, with a manifest of every generation
https://github.com/rehan-remade/universal-modder/blob/HEAD/um comfystatus, image (--sprite cuts it out), run (any workflow saved with Export (API)). Images from a local ComfyUI server, no API key
https://github.com/rehan-remade/universal-modder/blob/HEAD/um sprixensprite (one style per project), animate (sprite id → one-row sheet), tile, projects, credits, key. 2D art from Sprixen's paid API, with a manifest of every generation
https://github.com/rehan-remade/universal-modder/blob/HEAD/um voidlesssprite, rotate (8-way turns), animate (an animation set on one asset), presets, asset, fetch, credits, key. 2D art from Voidless's paid API, with a manifest of every generation
https://github.com/rehan-remade/universal-modder/blob/HEAD/um spritecutout, fit, pixelate, palette, sheet, slice, frames, team-mask, seamless, preview
https://github.com/rehan-remade/universal-modder/blob/HEAD/um render3dGLB → sprite frames from the game's camera (aoe2, iso8, trueiso, topdown, side, turntable) with Blender
https://github.com/rehan-remade/universal-modder/blob/HEAD/um winshot, record (gfxcapture + process-loopback audio), drive (input that only reaches the game), ps, kill, launch, reg
https://github.com/rehan-remade/universal-modder/blob/HEAD/um videocontact sheets, compile (EDL → titled, beat-cut video with music), mux, beats, first-frame
https://github.com/rehan-remade/universal-modder/blob/HEAD/um backupSnapshot, diff and restore save folders
https://github.com/rehan-remade/universal-modder/blob/HEAD/um publish checkBlocks shipping game files, decompiled code and leaked keys
https://github.com/rehan-remade/universal-modder/blob/HEAD/um kbThe knowledge base: search, show, new, check, index, sync, pr
https://github.com/rehan-remade/universal-modder/blob/HEAD/um fastfilelist, dump: the rawfiles (GSC, CSC, menus, tables) in your own Call of Duty 4 / World at War .ff zones. Read-only, unsigned PC zones
https://github.com/rehan-remade/universal-modder/blob/HEAD/um iwipng2iwi (DXT1/DXT5, optional mip chain), iwi2png: Call of Duty 4 / World at War IWI v6 textures
https://github.com/rehan-remade/universal-modder/blob/HEAD/um weaponget, set, clone, diff: Call of Duty 4 / World at War weapon files

Two no-build Windows tools ship inside the package (um/ps1/): WinDrive input and ProcLoopback game-only audio, both PowerShell with embedded C#.

https://github.com/rehan-remade/universal-modder/blob/HEAD/The 3D route: a fal concept, then a fal 3D model, then 16 AoE2 headings from um render3d. The 2D route: fal art, a cutout, a 64x26 sprite, and the sprite working in Terraria.

Built with it

black-hole gun and an orbital strike. at AoE2's camera angle. GTA V story mode. WebSocket. police.

Each has a field note with every non-obvious lesson: knowledge/INDEX.md.

Rules it follows

games with anti-cheat, write cheats against other players, or bypass anti-cheat, DRM or ownership checks. converters. PRs included.

Full reasoning: skills/mod-any-game/references/safety.md.

Made a mod with it?

Show it off in the Discord, and put the badge on your mod's page:

https://github.com/rehan-remade/universal-modder/blob/HEAD/made with universal-modder

made with universal-modder
Use made-with-light.svg on a light page.

Credits

BepInEx, Harmony, UE4SS, REFramework, SKSE, ILSpy, Ghidra and every modding community that documented its game. explained them in public.

MIT licensed. Brand type: Geist Pixel, Sometype Mono and Instrument Sans. Video titles: Space Grotesk and JetBrains Mono. All under the SIL OFL.

Star history

GitHub Stars & Activity

9,277Stars
1,039Forks
0Open issues
PythonLanguage

GitHub Popularity

GitHub stars9,277
Forks1,039
Open issues0
Primary languagePython
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Stars gained today0
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Last pushed-

Trending History

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