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/citiesskylinesmodding/agents-plugins/cs2-modding-uinpx skills add CitiesSkylinesModding/agents-plugins --skill cs2-modding-uigit clone --depth 1 https://github.com/CitiesSkylinesModding/agents-pluginsWrote 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/citiesskylinesmodding/agents-plugins/cs2-modding-ui)<a href="https://agentmods.dev/skills/citiesskylinesmodding/agents-plugins/cs2-modding-ui"><img src="https://agentmods.dev/badge/skills/citiesskylinesmodding/agents-plugins/cs2-modding-ui.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 | $0.00099 | $0.01141 |
| Opus 5 | $0.00049 | $0.00571 |
| Sonnet 5 | $0.00020 | $0.00228 |
| Haiku 4.5 | $0.00010 | $0.00114 |
Grade A, and why
cs2-modding-ui 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 4d 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 — 49 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Modding the Cities: Skylines II UI
The game's interface is a web page: React components rendered by Coherent Gameface, shipped on disk as one JavaScript bundle beside one stylesheet.
A UI mod is a second ES module the page loads at startup and hands the module registry, through which it overrides, extends or appends to the game's own components.
Its C# half publishes state and receives calls over the binding layer: every binding is a group.name path, pushed, triggered or called across the wire.
Verified against game version 1.6.0f1. Each reference below states its own baseline. IMPORTANT: follow this skill's references on anything they own — or at the very least grep them before acting on a familiar shape, because the frontend diverges from standard web shapes exactly where a prior feels safest, and the guess tends to fail silently.
Which source answers what
The installed bundle — Cities2_Data/Content/Game/UI/index.js, with index.css beside it — is first-party and authoritative for the whole frontend: the module registry and its paths, the component tree, every formatter, the wire format a binding arrives in.
The decompile answers only for the C# half: the binding types in Colossal.UI.Binding, and the Game.UI.* systems that register them.
The official UI scaffold, which the install carries under .ModdingToolchain, answers for the modules a UI mod may import and for the game's TypeScript declarations.
A C# grep that finds nothing about a module, an export or a class name settles nothing — that question was never in C#.
The decompile's root lives in the record cs2-modding-setup keeps — read it rather than guessing a path.
Reaching the bundle
The shipped bundle is minified to a single line, so reading around a match or citing a line needs the reformatted copy cs2-modding-setup records.
Read that record first; where UI bundle copy is absent or (none), route the user to that skill rather than reformatting ad hoc, and check the recorded line count before trusting any line number cited against it.
The record tracks the script's copy alone; the stylesheet reads the same way only once reformatted beside it, a copy the record does not yet track.
The shipped file itself sits under the install root, which the toolchain's CSII_* environment variables locate.
What ships with it
4 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.
- 4d ago First seen · 49 lines · 99 tokens per session scan A aed1b3d95bd4
cs2-modding-ui is a skill published in the GitHub repository CitiesSkylinesModding/agents-plugins (5 stars, last pushed 5d ago), licensed MIT. It adds 99 tokens to every session and 1,141 once invoked, about $0.0005 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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