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.
git 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/unreal-build-config)<a href="https://agentmods.dev/rules/stramp/lost-mines-phandelver/unreal-build-config"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-build-config/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/stramp/lost-mines-phandelver/unreal-build-config"><img src="https://agentmods.dev/badge/rules/stramp/lost-mines-phandelver/unreal-build-config.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 | $0.00000 | $0.00414 |
| Opus 5 | $0.00000 | $0.00207 |
| Sonnet 5 | $0.00000 | $0.00083 |
| Haiku 4.5 | $0.00000 | $0.00041 |
Grade A, and why
unreal-build-config 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 9d 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
Build Configuration - Unreal Engine 5.7
Build.cs Files
- Defines project module dependencies
- Use
PublicDependencyModuleNamesfor modules used in public headers - Use
PrivateDependencyModuleNamesfor modules used only in .cpp - Keep minimal dependencies for faster builds
- Add only what is necessary
Common Modules
- Core, CoreUObject, Engine - Always included (basic)
- InputCore, EnhancedInput - For input
- UMG, Slate, SlateCore - For UI
- GameplayTasks - For async tasks
- AIModule - For AI
- OnlineSubsystem - For online features
Optimized Build.cs Example
public class MyProject2 : ModuleRules
{
public MyProject2(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Public dependencies (used in headers)
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput"
});
// Private dependencies (used only in .cpp)
PrivateDependencyModuleNames.AddRange(new string[] {
// Add only what is necessary
});
}
}
Target.cs Files
- Defines build configurations for different targets
MyProject2.Target.cs- Game buildMyProject2Editor.Target.cs- Editor build- Use
ExtraModuleNamesto include custom modules
Best Practices
- ALWAYS regenerate project files after modifying
.Build.cs - Add dependencies only when necessary
- Use
PrivateDependencyModuleNameswhen possible (more efficient) - Avoid circular dependencies between modules
- Document non-obvious dependencies
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.
- 9d ago First seen · 61 lines · 0 tokens per session scan A fbac2a09fb0b
unreal-build-config is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 414 tokens. 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
Rules for separating client-side and server-side code in Fabric 1.14.4 Minecraft mods. Fabric is a Minecraft modding framework, and client code runs in the player’s game while server code runs the game world.
07-datagen
A project rule for Minecraft Fabric 1.14.4 resources, such as item models, block models, recipes, and language files. It requires these files to be written as JSON in the source resources folders because that version does not include the newer data-generation system.
meta-quest-agentic-tools
Use Meta Quest Agentic Tools for Meta Quest and Horizon OS samples.
narrative-writing
A set of rules for writing and editing video-game narratives, connected to a narrative project. It requires the agent to load the project's writing context and story canon, which is the established set of story facts, before making changes.
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.