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/thinktidevibes/2d-survival-multiplayer-game/deployablesgit clone --depth 1 https://github.com/thinktidevibes/2D-Survival-Multiplayer-GameWrote 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/thinktidevibes/2d-survival-multiplayer-game/deployables)<a href="https://agentmods.dev/rules/thinktidevibes/2d-survival-multiplayer-game/deployables"><img src="https://agentmods.dev/badge/rules/thinktidevibes/2d-survival-multiplayer-game/deployables.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 | $0.00020 | $0.02544 |
| Opus 5 | $0.00010 | $0.01272 |
| Sonnet 5 | $0.00004 | $0.00509 |
| Haiku 4.5 | $0.00002 | $0.00254 |
Grade A, and why
deployables 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 5d 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 — 141 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Guide: Adding New Deployable Items
This guide outlines the general steps to add a new deployable item (like campfires, storage boxes, or sleeping bags) to the game. Replace bracketed placeholders (e.g., [Item Name], [item_name]) with your specific item's details.
1. Server: Define the Item
- File:
server/src/items_database.rs - Action: Add a new
ItemDefinitionstruct entry for your[Item Name]. * Setcategory: ItemCategory::Placeable.- Set
icon_asset_name: "[item_name].png". - Configure
is_stackable(usuallyfalsefor placeables),stack_size(usually1),is_equippable: false. - (Optional) Define a crafting recipe later if needed.
- Set
2. Server: Create the Entity Logic
- New File:
server/src/[item_name].rs - Action:
- Define the
[ItemName]struct (e.g.,SleepingBag) with#[spacetimedb::table(name = [item_name], public)]. - Required Fields:
id: u32(PK, auto_inc),pos_x: f32,pos_y: f32,chunk_index: u32,placed_by: Identity,placed_at: Timestamp. Add other fields as needed for the item's function. - Add collision/interaction constants (copy/adapt from
server/src/wooden_storage_box.rsorserver/src/campfire.rs). - Implement
place_[item_name]reducer:- Find your item's definition ID.
- Validate the item instance (ownership, type).
- Validate placement distance/collision.
- Consume the item from player inventory/hotbar (using helpers from
server/src/items.rsorserver/src/inventory_management.rs). - Calculate
chunk_indexusingcalculate_chunk_indexfromserver/src/environment.rs. - Insert the new
[ItemName]entity.
- Implement
interact_with_[item_name]reducer (at least basic distance check if interaction is needed). - Implement
pickup_[item_name]reducer (if applicable):- Validate interaction.
- Check if pickup conditions met (e.g., empty).
- Add item back to player inventory using
add_item_to_player_inventoryfromserver/src/items.rs. - Delete the entity if item added successfully.
- Implement
validate_[item_name]_interactionhelper (if needed).
- Define the
- File:
server/src/lib.rs - Action:
- Add
mod [item_name]; - Add
pub use crate::[item_name]::[ItemName];near the end of the file. - Add
use crate::[item_name]::[item_name] as [ItemName]TableTrait;to the table trait imports near the top.
- Add
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.
- 5d ago First seen · 141 lines · 20 tokens per session scan A 5fe5ee5e831c
deployables is a cursor rule published in the GitHub repository thinktidevibes/2D-Survival-Multiplayer-Game (11 stars, last pushed 1y ago), licensed MIT. It adds 20 tokens to every session and 2,544 once invoked, about $0.0001 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 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.