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.
npx agentmods add instructions/loomle/loomle/agents-mdgit clone --depth 1 https://github.com/loomle/loomleWhat 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 | $0.00877 | $0.00877 |
| Opus 5 | $0.00439 | $0.00439 |
| Sonnet 5 | $0.00175 | $0.00175 |
| Haiku 4.5 | $0.00088 | $0.00088 |
Grade A, and why
loomle 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.
How it starts
The opening of the file, as written. The whole thing — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Loomle Working Rules
Goal
Loomle exists to help agents operate Unreal Engine smoothly, reliably, and in terms that match UE semantics.
Loomle should not invent a replacement model for UE, and its progress should not depend on continually discovering new product ideas. Its work is to compare agent workflows against UE itself, find the places where direct operation is awkward, fragile, or unclear, and expose those capabilities through clear, faithful tools.
UE source code is Loomle's most important context. Any change that touches UE behavior, interface semantics, or tool boundaries must start by reading the relevant UE source and then designing Loomle's expression of that behavior.
Public Protocol Naming
Public MCP tool names use readable snake_case: status, project, sal_query,
sal_patch, sal_schema, agent_skill, and editor.
Private Bridge RPC tool names use dotted transport names such as sal.query,
editor.context, editor.open, and editor.close; they are not public MCP
tools. Public enum-like protocol values, including view, operation,
kind, reason, and error code fragments, use readable snake_case, such as
exec_flow, data_flow, and open_exec_output.
JSON field names should remain consistent with the existing public surface. Unreal C++ implementation code should continue to follow Unreal naming conventions and UE API names.
Mutation Dry Run Contract
Tools that mutate UE state must follow
docs/MUTATION_DRY_RUN_CONTRACT.md.
In short, dryRun=true should share the real edit path through parse, resolve,
validate, and plan, then stop before applying changes. Do not expose
expectedRevision, returnDiff, or rich dry-run result fields for a tool until
that tool actually enforces or returns them. Bridge-side mutation result fields
should be assembled through the shared LoomleMutation utility in
engine/LoomleBridge/Source/LoomleBridge/Private/LoomleMutationResult.h, with
tool modules supplying only their UE-specific parse, resolve, validate, plan,
and apply logic.
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.
- 2d ago First seen · 103 lines · 877 tokens per session scan A 8d13a8bbe24f
loomle AGENTS.md is an instructions file published in the GitHub repository loomle/loomle (13 stars, last pushed 6d ago), licensed MIT. It adds 877 tokens to every session, about $0.0044 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 2026-08-30.
Other instructions, from other repositories
ue-mcp CLAUDE.md
Instructions for db-lyon/ue-mcp, covering claude.md, repo at a glance, development workflow, git and commits and versioning.
unreal-mcp CLAUDE.md
Instructions for GenOrca/unreal-mcp, covering claude.md, what this is, architecture (the non-obvious parts), commands and all run from mcp-server/.
Fathom AGENTS.md
Instructions for Tideshift-Labs/Fathom, covering agent instructions: fathom (rider plugin), style, key documentation, reflection gotchas and ue project detection.
Unreal_mcp AGENTS.md
Instructions for ChiR24/Unreal_mcp, covering project knowledge base, structure, where to look, code map and conventions.
Unreal_mcp copilot-instructions.md
Instructions for ChiR24/Unreal_mcp, covering copilot instructions for unreal mcp, architecture, critical constraints, ue 5.7 safety and build and test.
Unreal-MCP CLAUDE.md
Instructions for IvanMurzak/Unreal-MCP, covering claude.md — unreal-mcp, architecture in one screen, layout, editor vs runtime (in-game) and build / test (per leg).