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 skills/bfollington/terma/bevynpx skills add bfollington/terma --skill bevygit clone --depth 1 https://github.com/bfollington/termaWrote 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/skills/bfollington/terma/bevy)<a href="https://agentmods.dev/skills/bfollington/terma/bevy"><img src="https://agentmods.dev/badge/skills/bfollington/terma/bevy.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 5.1 | $0.00078 | $0.02875 |
| Opus 5 | $0.00039 | $0.01437 |
| Sonnet 5 | $0.00016 | $0.00575 |
| Haiku 4.5 | $0.00008 | $0.00287 |
Grade A, and why
bevy 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 6d 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.
The source is not reproduced here
Licensed CC-BY-SA-4.0
The repository is licensed CC-BY-SA-4.0, which this catalogue does not treat as permission to reproduce the file. Read it at the source.
What ships with it
5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 6d ago First seen · 407 lines · 78 tokens per session scan A 15a3edc3e7b1
bevy is a skill published in the GitHub repository bfollington/terma (51 stars, last pushed 6d ago), licensed CC-BY-SA-4.0. It adds 78 tokens to every session and 2,875 once invoked, about $0.0004 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 skills, from other repositories
bevy-ecs
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions…
bevy-game-engine
Bevy game engine: ECS, rendering, input, and asset management. Use when building Bevy games, working with entities/components/systems, or mentioning Rust gamedev or 2D/3D games.
bevy-ecs-patterns
Advanced Bevy ECS: complex queries, system scheduling, change detection, and performance tuning. Use when optimizing Bevy architecture or implementing complex game systems.
bevy
Build, test, debug, and optimize Rust games and tools using the Bevy engine, ECS scheduling, assets, rendering, and platform features. Use when Cargo.toml selects Bevy.
bevy-migration-0-18-to-0-19
Use when upgrading from Bevy 0.18 to Bevy 0.19, fixing resource/query conflicts, replacing SceneRoot with WorldAssetRoot, migrating text to FontSource and FontSize, converting render-graph nodes to render systems, replacing lifecycle Replace with Discard, or updating asset load builders, lights, input focus, and Cargo…
bevy
Use when starting any Bevy task, choosing between Update and FixedUpdate, picking Cargo feature flags, or recalling which sibling skill covers ECS, assets, rendering, or migration. Routes to the right Bevy 0.19 skill and pins the engine version for downstream snippets.