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 skills add chrisgliddon/bevy-skills --skill bevy-save-loadgit clone --depth 1 https://github.com/chrisgliddon/bevy-skillsWrote 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/chrisgliddon/bevy-skills/bevy-save-load)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-save-load"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-save-load/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/skills/chrisgliddon/bevy-skills/bevy-save-load"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-save-load.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00064 | $0.01355 |
| Opus 5 | $0.00032 | $0.00678 |
| Sonnet 5 | $0.00013 | $0.00271 |
| Haiku 4.5 | $0.00006 | $0.00136 |
Grade A, and why
bevy-save-load 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 10d 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 — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — save and load
When to use this skill
- Gameplay state must remain loadable across ECS/content/code refactors.
- Large worlds need base snapshots, sparse deltas, compaction, and recovery.
- Native and browser builds need one asynchronous save-service contract.
- Reflected world serialization is being considered as a durable save format.
A save file is a long-lived product API. Serialize an explicit, versioned data model
and convert it to/from the live ECS. Runtime Entity values, dense palette indices,
query order, Rust enum discriminants, and reflected component layout are not stable
persistence identities.
Canonical pattern
use serde::{Deserialize, Serialize};
#[derive(Clone, Debug, Deserialize, Eq, Hash, PartialEq, Serialize)]
#[serde(transparent)]
struct SaveId(String);
#[derive(Debug, Deserialize, Serialize)]
struct SaveV3 {
world_seed: u64,
player: SaveId,
actors: Vec<ActorV3>,
}
#[derive(Debug, Deserialize, Serialize)]
struct ActorV3 {
id: SaveId,
archetype: String,
position: [f32; 3],
}
live Bevy World
-> validate/capture one logical revision
-> current Save DTO with stable IDs
-> encode + checksum envelope
-> platform storage transaction
platform bytes
-> size/magic/checksum validation
-> decode declared old DTO
-> migrate one version at a time
-> validate current DTO
-> allocate entities, then resolve stable-ID references
-> rebuild derived/runtime-only state
Never partially mutate the active world while bytes are still being decoded or migrated. Load into staging, validate, then commit or replace the gameplay world.
Version the envelope and payload
Wrap encoded payload bytes with magic, format version, schema/content version, payload length, codec/compression identifiers, and checksum. A checksum detects accidental corruption; it does not prevent malicious tampering. Use authentication or a signature when trust is part of the requirement.
Keep migrations as explicit V1 -> V2 -> V3 pure functions. Test golden fixtures
from every supported version, including corrupt, truncated, duplicated-ID, unknown-ID,
and future-version files. Never deserialize an old version directly into today's
struct and hope Serde defaults reproduce old semantics.
What ships with it
3 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.
- 10d ago First seen · 146 lines · 64 tokens per session scan A 1807dc8072d9
bevy-save-load is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 15d ago), licensed MIT. It adds 64 tokens to every session and 1,355 once invoked, about $0.0003 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.
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