Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/SeloSlav/2d-multiplayer-survival-mmorpgnpx agentmods add rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-sizeWrote 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/rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-size)<a href="https://agentmods.dev/rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-size"><img src="https://agentmods.dev/badge/rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-size/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/rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-size"><img src="https://agentmods.dev/badge/rules/seloslav/2d-multiplayer-survival-mmorpg/change-map-size.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 | $0.00015 | $0.00520 |
| Opus 5.5 | $0.00006 | $0.00208 |
| Sonnet 5.5 | $0.00003 | $0.00104 |
| Haiku 4.5 | $0.00002 | $0.00052 |
Grade A, and why
change-map-size 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 1mo 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 — 68 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Map Size Change Guide
Use this when changing world dimensions (for example 800x800 to 1000x1000).
Core Files to Update
server/src/lib.rs
pub const WORLD_WIDTH_TILES: u32 = NEW_SIZE;
pub const WORLD_HEIGHT_TILES: u32 = NEW_SIZE;
client/src/config/gameConfig.ts
const SERVER_WORLD_WIDTH_TILES = NEW_SIZE;
const SERVER_WORLD_HEIGHT_TILES = NEW_SIZE;
Deep Sea / Edge-Zone Sync (Important)
Map-size changes affect edge behavior and ocean presentation. Verify these values remain intentional:
- Server deep-sea perimeter width:
server/src/environment.rsDEEP_SEA_OUTER_RING_TILES
- Client fallback deep-sea edge width:
client/src/config/gameConfig.tsDEEP_SEA_EDGE_TILES
These two should stay aligned unless you intentionally want different behavior.
Why Deep Sea Matters
- World-edge ambient logic in
client/src/components/GameCanvas.tsxusesgameConfig.worldWidthPxandgameConfig.worldHeightPx. - Ambient selection in
client/src/hooks/useAmbientSounds.tsusesdistanceToMapEdgethresholds. - Procedural fallback rendering and minimap deep-sea coloring can look wrong if edge constants are out of sync.
Build / Republish Sequence
From project root:
spacetime build -p ./server
spacetime publish -c -p ./server broth-bullets-local
spacetime generate --lang typescript --out-dir ./client/src/generated -p ./server
Restart client after generation (npm run dev if needed).
Validation Checklist
- Server and client world tile sizes match.
- Server
DEEP_SEA_OUTER_RING_TILESand clientDEEP_SEA_EDGE_TILESintentionally match. - Player edge proximity sounds still feel correct (shore vs deep ocean near map edge).
- Minimap deep-sea ring looks expected.
- Ocean/deep-sea spawn behavior near perimeter still matches design intent.
Common Pitfalls
- Updating only server or only client dimensions.
- Forgetting to regenerate bindings after server-side changes.
- Assuming deep-sea ring should stay fixed for every map size without re-evaluation.
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.
- 1mo ago First seen · 68 lines · 15 tokens per session scan A 020ffd4367c6
change-map-size is a cursor rule published in the GitHub repository SeloSlav/2d-multiplayer-survival-mmorpg (181 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 15 tokens to every session and 520 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 2026-08-30.
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