cs2-modding

cs2-modding is a skill for Claude Code, Codex from CitiesSkylinesModding/agents-plugins. It costs 77 tokens per session (3,753 once invoked), scanned A, original, MIT.

A guide to modifying Cities: Skylines II, the city-building game, whose simulation runs on Unity's entity-component-system model. It explains how game data, components, systems, and prefabs relate to what players see.

In plain words
What is it for?
Use it when writing or debugging a Cities: Skylines II mod, locating the code or data behind a game mechanic, or fixing load-order, compatibility, and persistence problems.
Why use it?
It helps avoid changes that compile and run but act at the wrong time, conflict with another mod, or silently fail because the game's internal structure was misunderstood.

Skill for Claude CodeCodex

Part of the cs2-modding plugin — 4 skills shipped together

Install

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.

agentmods
npx agentmods add skills/citiesskylinesmodding/agents-plugins/cs2-modding
Any agent
npx skills add CitiesSkylinesModding/agents-plugins --skill cs2-modding
Clone the repo
git clone --depth 1 https://github.com/CitiesSkylinesModding/agents-plugins

Made for: Claude Code, Codex.

Or install cs2-modding, the plugin that ships this one along with the rest of its 4 skills.

Wrote 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.

agentmods badge for cs2-modding

README.md
[![agentmods](https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-modding.svg)](https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding)
Your own site
<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-modding.svg" alt="Measured on agentmods" height="20"></a>
Per session 77 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,753 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00077 $0.03753
Opus 5 $0.00039 $0.01877
Sonnet 5 $0.00015 $0.00751
Haiku 4.5 $0.00008 $0.00375

Measured 3d ago against content hash d7edece1ab75, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

cs2-modding 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 3d 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.

plugins/cs2-modding/skills/cs2-modding/SKILL.md · 142 lines

How it starts

The opening of the file, as written. The whole thing — 142 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Modding Cities: Skylines II

A mod is a .NET assembly the game loads by scanning it for a type implementing Game.Modding.IMod. What it does afterwards is add systems of its own, edit the game's data, or — rarely — rewrite a vanilla method at runtime.

The simulation is Unity ECS: city state lives in components on entities, and systems running in fixed update phases are what change it. Most of what the player sees as content is a prefab — a data-driven object the game derives entities from — so changing what the game does is often changing data rather than code. A change therefore starts as two questions: which components carry the state, and which system writes them.

Verified against game version 1.6.0f1. Every reference below states its own baseline.

Five facts to hold before writing a line

IMPORTANT: follow this skill's references on anything they own — or at the very least grep them before acting on a familiar shape, because this game diverges from the standard shapes exactly where a prior feels safest, and the guess tends to compile, run and fail silently.

Mods load late, through a two-method contract. Game.Modding.IMod declares OnLoad(UpdateSystem) and OnDispose() and nothing else, and detection requires the interface directly on a top-level class. OnLoad runs once per mod per process, after the world exists and every vanilla system is registered — on the boot path before prefabs load and before anything has ticked, though enabled mid-session it lands past all of that — so a mod can only append, and injecting ahead of the game is unavailable by construction. The mod object is allocated without running any constructor, so its instance field initialisers never run — static fields are unaffected — while a mod's systems are created normally and do get theirs. A throw during load — OnLoad, or any system's OnCreate — kills the whole mod quietly, with Modding.log as the only record; a throw from a later hook or from OnUpdate pops the game's error dialog instead, and only some hooks disable the throwing system. Mod lifecycle, loading and system ordering carries the contract; diagnostics the diagnosis order.

Read the full file on GitHub · 142 lines

Files

What ships with it

60 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.

Changes

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.

  1. 3d ago First seen · 142 lines · 77 tokens per session scan A d7edece1ab75

Subscribe to this mod's changes

cs2-modding is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 3d ago), licensed MIT. It adds 77 tokens to every session and 3,753 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 2026-08-31.

Related

Other skills, from other repositories

postgres-database-migration

Use this skill for planning, testing, and safely executing PostgreSQL schema migrations — especially when working with production data or shared databases. Trigger when user asks to: Test a schema migration before applying it to production Add, remove, or rename columns safely on a live table Change a column's data…

timescale/pg-aiguide · 222 tokens

setup-timescaledb-hypertables

Use this skill when creating database schemas or tables for Timescale, TimescaleDB, TigerData, or Tiger Cloud, especially for time-series, IoT, metrics, events, or log data. Use this to improve the performance of any insert-heavy table. Trigger when user asks to: Create or design SQL schemas/tables AND…

timescale/pg-aiguide · 219 tokens

design-postgis-tables

Comprehensive PostGIS spatial table design reference covering geometry types, coordinate systems, spatial indexing, and performance patterns for location-based applications.

timescale/pg-aiguide · 31 tokens

pgvector-semantic-search

Use this skill for setting up vector similarity search with pgvector for AI/ML embeddings, RAG applications, or semantic search. Trigger when user asks to: Store or search vector embeddings in PostgreSQL Set up semantic search, similarity search, or nearest neighbor search Create HNSW or IVFFlat indexes for vectors…

timescale/pg-aiguide · 190 tokens

find-hypertable-candidates

Use this skill to analyze an existing PostgreSQL database and identify which tables should be converted to Timescale/TimescaleDB hypertables. Trigger when user asks to: Analyze database tables for hypertable conversion potential Identify time-series or event tables in an existing schema Evaluate if a table would…

timescale/pg-aiguide · 184 tokens

postgres-hybrid-text-search

Use this skill to implement hybrid search combining BM25 keyword search with semantic vector search using Reciprocal Rank Fusion (RRF). Trigger when user asks to: Combine keyword and semantic search Implement hybrid search or multi-modal retrieval Use BM25/pgtextsearch with pgvector together Implement RRF (Reciprocal…

timescale/pg-aiguide · 162 tokens