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/stramp/lost-mines-phandelver/project-architecturegit clone --depth 1 https://github.com/Stramp/Lost-Mines-PhandelverWrote 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/stramp/lost-mines-phandelver/project-architecture)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/project-architecture"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/project-architecture.svg" alt="Measured on agentmods" 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 | $0.02363 | $0.02363 |
| Opus 5 | $0.01182 | $0.01182 |
| Sonnet 5 | $0.00473 | $0.00473 |
| Haiku 4.5 | $0.00236 | $0.00236 |
Grade A, and why
project-architecture 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 4d 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 — 350 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Project Architecture - MyProject2
Fundamental Principles
1. Data-Driven
CRITICAL RULE: All rules come from Data Tables or Data Assets, NEVER hardcoded in code.
Implementation:
- Use
UDataTablefor tabular data (races, classes, items) - Use
UDataAssetfor complex configurations (character sheets) - Validate data in editor with
UDataAsset::PostEditChangeProperty() - Use
FTableRowBasefor data structures
Example:
// ✅ CORRECT - Data-Driven
UPROPERTY(EditDefaultsOnly, Category = "Data")
UDataTable* RaceDataTable;
// ❌ WRONG - Hardcoded
const float DwarfConstitutionBonus = 2.0f;
2. Modularity
CRITICAL RULE: Code organized by domain, each part with single and clear responsibility.
Directory Structure:
Source/MyProject2/
├── Characters/ # Characters and races
├── Components/ # Reusable components
│ ├── Data/ # Data components
│ ├── Features/ # Feature components
│ └── UI/ # UI components
├── Data/ # Data Assets and Data Tables
├── Gameplay/ # Game mechanics
└── Utils/ # Utilities
Rules:
- Each module must be independent
- Use interfaces for communication between modules
- Avoid circular dependencies
- One .h and .cpp file per class
3. Editor-Friendly
CRITICAL RULE: System must work perfectly in editor, allowing configuration without running the game.
Implementation:
- Use
WITH_EDITORfor editor-specific code - Validate data in
PostEditChangeProperty() - Use
UPROPERTY(EditAnywhere)for editable properties - Provide visual feedback in editor when possible
Example:
#if WITH_EDITOR
void UCharacterSheetDataAsset::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
ValidateData();
}
#endif
4. Multiplayer Preparation
CRITICAL RULE: System prepared for multiplayer from the start, don't refactor later.
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.
- 4d ago First seen · 350 lines · 2,363 tokens per session scan A c5d745ccc982
project-architecture is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It adds 2,363 tokens to every session, about $0.0118 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.
narrative-writing
游戏叙事写作助手行为约束(game-narrative-mcp).
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
visual-and-observational-rules
Defines the visual aspects of the game and how the player observes the world. This includes map color-coding, screen effects, and the overall simulation style.