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 rules/sam-scolari/remix-vscode/rulegit clone --depth 1 https://github.com/Sam-Scolari/remix-vscodeWhat 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 | $0.00328 | $0.00328 |
| Opus 5 | $0.00164 | $0.00164 |
| Sonnet 5 | $0.00066 | $0.00066 |
| Haiku 4.5 | $0.00033 | $0.00033 |
Grade A, and why
rule 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.
What it actually says
Remix (formerly known as Farcade) is a platform for building, playing, and sharing HTML5 games. This platform uses the @farcade/game-sdk library (documentation here: https://www.npmjs.com/package/@farcade/game-sdk) with single HTML file games.
- Add this script tag to load the SDK in the head section:
- Add these SDK calls to the game:
// When the game is fully loaded and ready to play: window.FarcadeSDK.singlePlayer.actions.ready();
// When the game is over (replace scoreValue with the actual score): window.FarcadeSDK.singlePlayer.actions.gameOver({ score: scoreValue });
// For haptic feedback on important interactions (like jumping or hitting obstacles): window.FarcadeSDK.singlePlayer.actions.hapticFeedback();
// Add this to handle play again requests: window.FarcadeSDK.on('play_again', () => { // Reset the game state here // For example: resetGame(), startNewGame(), etc. });
// Add this to handle mute/unmute: window.FarcadeSDK.on('toggle_mute', (data) => { // Set game audio based on data.isMuted // For example: setMuted(data.isMuted) });
- Make sure to call the ready event when the game is fully loaded and playable.
- Call gameOver when the player loses or completes the game.
- Add haptic feedback for important game events.
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 · 36 lines · 328 tokens per session scan A 70f2b2fde4d8
rule is a cursor rule published in the GitHub repository Sam-Scolari/remix-vscode (2 stars, last pushed 1y ago), licensed MIT. It adds 328 tokens to every session, about $0.0016 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.
Other cursor rules, from other repositories
08-client-server
IF 判断当前环境是否为客户端 → FabricLoader.getInstance().getEnvironmentType() == EnvType.CLIENT → World.isClient(Yarn 字段;yarn 1.14.4 World.mapping)。不要用 MCP/Forge 的 isRemote.
07-datagen
IF 生成物品/方块模型 JSON → 手动编写 JSON 在 src/main/resources/assets/{modid}/models/.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
webgpu-threejs-tsl
Entry point for Three.js WebGPU + TSL guidance. Covers renderer setup, node materials, and TSL syntax fundamentals. Auto-attaches on JS/TS files in projects using three/webgpu.
serialization-rules
Unity serialization best practices.
unreal-networking
Networking and multiplayer in Unreal Engine.