agents-plugins AGENTS.md

Repository instructions for developing and maintaining a marketplace of coding-agent add-ons for Claude Code and OpenAI Codex CLI. It documents the project structure, tools, commands, and plugin-specific rules.

In plain words
What is it for?
Use it when adding or updating plugins, checking the repository layout, running development commands, or working on the Coherent Gameface and Unity development tools.
Why use it?
It gives coding agents the project context they need before changing files, reducing mistakes caused by using the wrong structure, commands, or assumptions.

Instructions file for CodexOpenCode

Install

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.

agentmods
npx agentmods add instructions/citiesskylinesmodding/agents-plugins/agents-md
Clone the repo
git clone --depth 1 https://github.com/CitiesSkylinesModding/agents-plugins

Made for: Codex, OpenCode.

Per session 3,456 This file is loaded in full into every session.
When invoked 3,456 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.03456 $0.03456
Opus 5 $0.01728 $0.01728
Sonnet 5 $0.00691 $0.00691
Haiku 4.5 $0.00346 $0.00346

Measured 2d ago against content hash a4e24bf9281a, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

agents-plugins AGENTS.md 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 2d 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.

AGENTS.md · 132 lines

How it starts

The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AGENTS.md

Project overview

agents-plugins is the CS Modding marketplace (csmodding) of agent plugins for Claude Code and OpenAI Codex CLI.

  • plugins/coherent-gameface/: flagship plugin. Drives a running Coherent Gameface UI (Cohtml) over a direct CDP WebSocket; TypeScript MCP server (npm @csmodding/gameface-devtools-mcp) + skills.
  • plugins/unity-devtools/: drives a running Unity Mono development build over the Mono Soft Debugger protocol (SDB); C# MCP server + SDB class library.

Both are generic toolkits, developed and verified against Cities: Skylines II as the reference target. Each plugin documents its own architecture and gotchas in its AGENTS.md (with a CLAUDE.md symlink).

Everything a plugin ships MUST live inside its plugins/<name>/ directory: marketplace installs copy only that subtree. New plugins get a sibling directory and an entry in both marketplace files.

Tech stack

  • mise-en-place: dev tools, env vars and tasks.
  • Bun workspaces: the root package.json carries lint/format tooling (oxfmt.config.ts, oxlint.config.ts), lefthook, and what scripts/ and bench/ import; the gameface mcp/ is the only workspace package, and bun.lock lives at the root. The root tsconfig types against Node, since the scripts share its program with the mcp; bench/ overrides that with its own nested tsconfig typing against Bun, which it runs on exclusively.
  • .NET 10 SDK: the unity-devtools C# projects, grouped by agents-plugins.slnx at the repo root.

Repository structure

  • .claude-plugin/marketplace.json and .agents/plugins/marketplace.json: the Claude Code and Codex CLI marketplace files. Both list every plugin.
  • .mcp.json (root): LOCAL DEV ONLY, wiring both MCP servers for sessions in this repo (gameface from its committed bundle, unity from sources via dotnet run). Installed users get each plugin's own .mcp.json; keep them in sync when changing server wiring.
  • scripts/: check-plugin-sync.ts (manifest consistency) and check-skill-content.ts (the cs2-modding shipped-prose rules), both part of mise check; check-skill-changelog.ts (mise skills:check-changelog, network-dependent, not in CI). hook-skill-content.ts is a PostToolUse hook spawning the shipped-prose lint on any edit under that plugin's skills/, so a broken warning block, link or marker fails at the edit rather than at the commit; it adds no rule of its own.
  • .agents/hooks/check-line-length.ts: PostToolUse hook reporting .ts/.cs lines over 100 characters. Synced verbatim from the scrolls repo, which is why oxlint and oxfmt ignore .agents. Markdown is deliberately out of scope: these docs are agent-facing and unwrapped by design.
  • docs/ROADMAP.md: planned facets. docs/solutions/: one file per hard-won problem, linked from where it bites. docs/adr/: numbered decision records.
  • docs/authoring/: standing authoring contracts. The ticket template any spec's tickets take, pointed at from docs/agents/cantrips-loop.md's publish-tickets verb; and the cs2-modding reference pipeline's own — one shape doc per reference family and the reference-ticket protocol — disclosed out of the plugin's AGENTS.md because only an authoring pass reaches them. check-skill-content.ts enforces both families' prose-line budgets.
  • docs/SOURCES.md: every source the cs2-modding pipeline may read, what each settles, and how to locate it. Other files point at it; keep it pointing at as few as possible.
  • bench/: the skill-efficacy benchmark, measuring what the cs2-modding skill is worth against the same model without it. Its README.md holds the invocation contract and the question-file format; core.ts holds every decision and run.ts is a thin, deliberately untested shell.
  • docs/research/: the cs2-modding pipeline's cited stage, sitting outside plugins/ so none of it ships. Its README.md holds the conventions a research file satisfies; nothing under plugins/ may reference it or SOURCES.md, and check-skill-content.ts fails any shipped link resolving outside the plugin directory, since existence alone passes one that works here and dead-ends for every installed user.

Read the full file on GitHub · 132 lines

Changes

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.

  1. 2d ago First seen · 132 lines · 3,456 tokens per session scan A a4e24bf9281a

Subscribe to this mod's changes

agents-plugins AGENTS.md is an instructions file published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 3d ago), licensed MIT. It adds 3,456 tokens to every session, about $0.0173 per session on Opus 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 2026-08-31.

Related

Other instructions, from other repositories