01 · The orchestrator
Takes an idea to working in the real game and recorded. Runs the 10-step loop, enforces the hard safety rules, and holds the 12 engine playbooks and case studies.
Loads when: Any modding request: “add a nuke to Terraria”, “can I mod this game?”, “put Minecraft inside X”.
references/engines/*.md, case-studies.md, safety.md
02 · Before any code
Finds the install, engine and version, managed vs native code, anti-cheat, loaders already present, save and config folders, and the community route. Writes MODDING_PLAN.md.
Loads when: “What engine is this?”, “how do people mod X?”, the start of every task.
03 · Open-web research
Archive-aware research: Wayback Machine and archive.today for dead forums (XeNTaX, Zenhax), GitHub code search, Nexus / Workshop / Thunderstore APIs, Reddit, YouTube transcripts, with snapshots kept as evidence.
Loads when: A tool link is dead, a forum is login-gated, or a field note needs sources.
04 · Read the real code
Decompiles .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA over MCP); reads live memory (Cheat Engine, Frida, x64dbg); finds render passes (RenderDoc); proves a file format with a round trip.
Loads when: “How does the boss AI work?”, “what format is this .pak?”, “where is the player position?”
05 · Art, 3D and audio
Sprites with real transparency, consistent variants and animation frames, pixel art, seamless textures, PBR maps, image-to-3D, remeshing, auto-rigging, SFX, music, voice and cutscene video through the fal MCP or um fal.
Loads when: A mod needs new art, sound or models.
06 · Engine-exact frames
Cutouts, nearest-neighbour fitting to frame sizes, palettes, sheets and strips, team-colour masks, seamless textures, and 3D → 8/16-heading sprites rendered from the game's camera in Blender.
Loads when: After generating art, or when asked for sprite sheets, isometric units or icons.
07 · Test in the real game
Launch via Steam or exe, fixed-size windowed mode, GPU-safe screenshots, safe clicks and keys, crash-reporter cleanup, kill by PID, logs, scripted test scenes and an in-game JSON bridge. Windows-first, also from WSL.
Loads when: A mod must be verified in game, or a repeatable demo scene is needed.
08 · The clip
Records the window with only the game's audio, picks moments from contact sheets, and cuts a styled video from an EDL: titles, credits, transitions, music, watermark.
Loads when: A demo, trailer or montage for X or YouTube.
09 · Game inside a game
Passthrough mods (two games running and exchanging state, rendering and collision), content ports, decompiled games as libraries, and clean reimplementations that read your own game files.
Loads when: Combining two games, or bringing an enemy, mechanic or world from one into another.
references/mashup-cases.md
10 · Ship it
Pre-release lint, README and install steps, credits and AI disclosure, versioning, uploads (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases) and the post.
Loads when: Ship, share, upload or release.
11 · Teach the next agent
Searches the knowledge base before work starts, and at the end writes a field note (versions, route, engine facts, verification, gotchas) and opens a PR with your OK.
Loads when: “Has anyone modded X?”, when stuck on an engine quirk, and at the end of every session.