Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/localize/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/localize"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/localize.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00014 | $0.00746 |
| Opus 5.5 | $0.00006 | $0.00298 |
| Sonnet 5.5 | $0.00003 | $0.00149 |
| Haiku 4.5 | $0.00001 | $0.00075 |
Grade A, and why
localize scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 96 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/localize
Game localization: string extraction, PO file management, plural forms, RTL support, and CJK font setup.
Trigger
/localize [action] [target]
Actions
extract
Audit codebase for localizable strings and extract to POT template.
/localize extract "scan GDScript files for hardcoded strings not wrapped in tr()"
/localize extract "generate POT file from all tr() and tr_n() calls"
/localize extract "find strings concatenated with variables"
Output: List of untranslated strings with file/line, POT file template, code fixes for concatenation issues.
translate
Generate or validate PO translation files.
/localize translate "create French PO file structure from English POT"
/localize translate "add Japanese locale with CJK font configuration"
/localize translate "validate Russian PO file plural forms (3 forms required)"
Output: PO file structure, plural form header for target language, validation checklist.
test
Set up localization testing and pseudo-localization.
/localize test "enable pseudo-localization to find untranslated strings"
/localize test "validate Arabic RTL layout"
/localize test "test German locale for UI overflow"
Output: Pseudo-localization setup, RTL test checklist, layout expansion testing guide.
ship
Prepare localization artifacts for release.
/localize ship "generate translation CSV from PO files for Godot"
/localize ship "font fallback chain covering 8 target locales"
/localize ship "locale selector UI with flag icons"
Output: CSV generation script, font setup code, locale selector Control implementation.
Examples
Finding untranslated strings:
/localize extract "find all hardcoded English strings in res://ui/"
Search pattern: strings in quotes not preceded by tr( or tr_n(. Produces regex for Grep + list of violations.
Adding Japanese localization:
/localize translate "add Japanese locale with proper CJK font fallback"
Produces:
messages.ja.potemplate with correct headerPlural-Forms: nplurals=1; plural=0;(Japanese has 1 plural form)- Font setup loading NotoSansCJK-Regular.ttf as fallback
- RTL: false (Japanese is LTR)
- Line height compensation for CJK taller characters
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 96 lines · 14 tokens per session scan A 05c0d867a970
localize is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 14 tokens to every session and 746 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.
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