Home / AGENTS.md for game modding
An AGENTS.md for game mods and small game tools
AI agents are great at boilerplate mod code and terrible at one thing modders care about most: which version of the game they're targeting. They'll call a Minecraft API that was renamed two versions ago, overwrite a vanilla method when an event would do, or write straight into your only save file.
What the template enforces
- Pin the version: exact game, engine and loader versions; no guessing APIs.
- Hooks, not edits: mixins, Harmony patches, events, signals or editor plugins. Never edit vanilla or decompiled files.
- Smallest patch + compatibility: namespaced IDs, no global overwrites, vanilla-like defaults.
- Protect saves: tools work on copies or make a backup first, with
--dry-runfor anything that writes. - Verify in game: "done" means it builds, loads without log errors and doesn't break a fresh world.
It works for Minecraft (Fabric, Forge, NeoForge), Unity games via BepInEx/Harmony, Godot editor plugins and standalone tools like save inspectors or level converters. Drop it in your repo root as AGENTS.md. Codex, Cursor and others read it directly, and Claude Code can import it with @AGENTS.md in CLAUDE.md.
Get the free template
AGENTS.md for game modding on GitHub (MIT, fill in the <<FILL>> fields).
Building a whole game, not a mod?
The Game Jam Agent Kit ($24) has AGENTS.md and rules for Godot 4 and Phaser, a 48-hour jam timeline, and prompts for prototyping, juice and polish, so the agent cuts scope instead of adding it.
See the Game Jam pack