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 dungnotnull/game-automation-irrigation-system-agent-skill --skill game-automation-irrigation-system-agent-skillgit clone --depth 1 https://github.com/dungnotnull/game-automation-irrigation-system-agent-skillWrote 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/dungnotnull/game-automation-irrigation-system-agent-skill/game-automation-irrigation-system-agent-skill)<a href="https://agentmods.dev/skills/dungnotnull/game-automation-irrigation-system-agent-skill/game-automation-irrigation-system-agent-skill"><img src="https://agentmods.dev/badge/skills/dungnotnull/game-automation-irrigation-system-agent-skill/game-automation-irrigation-system-agent-skill/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/dungnotnull/game-automation-irrigation-system-agent-skill/game-automation-irrigation-system-agent-skill"><img src="https://agentmods.dev/badge/skills/dungnotnull/game-automation-irrigation-system-agent-skill/game-automation-irrigation-system-agent-skill.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00090 | $0.03644 |
| Opus 5 | $0.00045 | $0.01822 |
| Sonnet 5 | $0.00018 | $0.00729 |
| Haiku 4.5 | $0.00009 | $0.00364 |
Grade A, and why
game-automation-irrigation-system 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 12d 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 — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill Registry Documentation
Overview
The game-automation-irrigation-system skill implements a professional-grade harness for analyzing and designing automated irrigation systems in farming and management games. This documentation describes how the skill is registered, resolved, executed, and validated within the skill ecosystem.
Skill Identity
- Name:
game-automation-irrigation-system - Version: 1.0.0
- Type: Harness (orchestrates multiple sub-skills)
- Domain: In-Game Farming Automation & Irrigation Layout
- Trigger Keywords: game automation, irrigation system, farming game layout, sprinkler coverage, pipe throughput, redstone circuits, automated watering, game optimization, farm layout, irrigation design
Skill Registration
Registration Process
Skills are registered through the central skill registry defined in config/skills_registry.json. The registration process includes:
- Skill Declaration: Define skill metadata in
config/skills_registry.json - Schema Definition: Specify input/output JSON schemas for validation
- Dependency Declaration: List required tools, sub-skills, and files
- Phase Assignment: Assign execution phases for orchestrated skills
Registration Schema
{
"skills": {
"skill_name": {
"name": "string",
"type": "harness|sub_skill|utility",
"entry_point": "path/to/skill.md",
"description": "string",
"version": "string",
"dependencies": {
"sub_skills": ["skill1", "skill2"],
"tools": ["WebSearch", "Read"],
"files": ["file.md"]
},
"input_schema": {...},
"output_schema": {...}
}
}
}
Skill Resolution
Resolution Process
When a user query is received, the skill resolver determines whether to invoke this skill:
- Keyword Matching: Check for trigger keywords in user query
- Intent Analysis: Analyze whether the user wants irrigation design help
- Context Evaluation: Consider game context, farming elements, automation needs
- Confidence Scoring: Assign confidence score based on match quality
- Threshold Comparison: Compare against minimum confidence threshold (0.7)
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.
- 12d ago First seen · 501 lines · 90 tokens per session scan A 1fc3398fca24
game-automation-irrigation-system is a skill published in the GitHub repository dungnotnull/game-automation-irrigation-system-agent-skill (5 stars, last pushed 1mo ago), licensed MIT. It adds 90 tokens to every session and 3,644 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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