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 HOPPINZQ/hoppinai-mcp-red95 --skill build-ordergit clone --depth 1 https://github.com/HOPPINZQ/hoppinai-mcp-red95Wrote 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/hoppinzq/hoppinai-mcp-red95/build-order)<a href="https://agentmods.dev/skills/hoppinzq/hoppinai-mcp-red95/build-order"><img src="https://agentmods.dev/badge/skills/hoppinzq/hoppinai-mcp-red95/build-order/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/hoppinzq/hoppinai-mcp-red95/build-order"><img src="https://agentmods.dev/badge/skills/hoppinzq/hoppinai-mcp-red95/build-order.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 | $0.00021 | $0.01020 |
| Opus 5.5 | $0.00008 | $0.00408 |
| Sonnet 5.5 | $0.00004 | $0.00204 |
| Haiku 4.5 | $0.00002 | $0.00102 |
Grade A, and why
build-order 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 2mo 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.
What it actually says
红警95 建造顺序指南
核心规则:一步建造流程
建造建筑现在非常简单,只需一步即可完成:
try_buy_building_and_build(building="<建筑类型>")
→ 自动购买建筑
→ 等待前置依赖完成
→ 自动放置到合适位置
→ 返回 true 表示建造完成
重要:新版本已简化建造流程,
try_buy_building_and_build会自动完成所有步骤,无需手动放置。
建筑类型速查
| 中文名称 | 英文配置 | 功能 | 前置依赖 |
|---|---|---|---|
| 电厂 | powr | 提供基础电力 | 无 |
| 兵营 | tent/barr | 生产步兵 | 电厂 |
| 矿场 | proc | 矿石加工,经济核心 | 电厂 |
| 车间 | weap | 生产载具 | 矿场 |
| 雷达 | dome | 雷达视野,揭示地图 | 矿场 |
| 维修厂/修理厂/维修站 | fix | 维修载具 | 车间 |
| 核电站/核电/核电厂/大电 | apwr | 提供高级电力 | 雷达 |
| 科技中心 | stek | 高级科技,解锁猛犸坦克 | 车间+雷达 |
| 机场 | afld | 生产飞机 | 雷达 |
推荐开局建造顺序
1. deploy_mcv — 展开基地车(开局第一件事)
2. try_buy_building_and_build("电厂") — 第一个电厂
3. try_buy_building_and_build("电厂") — 第二个电厂(电力充足)
4. try_buy_building_and_build("矿场") — 建立经济基础
5. try_buy_building_and_build("兵营") — 生产步兵
6. produce("步兵", 5) — 生产5个步枪兵
7. try_buy_building_and_build("车间") — 解锁载具生产
8. try_buy_building_and_build("雷达") — 获得地图视野
9. produce("矿车", 2) — 生产2辆矿车
建筑名称支持
系统支持多种中文别名,你可以使用最自然的说法:
电厂相关:
- 电厂、小电、小电厂、基础电厂、发电厂
核电相关:
- 核电、核电站、核电厂、大电、大电厂、高级电厂
维修相关:
- 维修厂、修理厂、维修站、维修中心
前置依赖自动处理
系统会自动处理前置依赖:
- 智能检查:只建造缺失的前置建筑
- 避免重复:已存在的建筑不会重复建造
- 支持多实例:可以建造多个相同建筑(如多个电厂)
电力管理
使用 query_player_info 监控电力状态:
Cash— 当前资金Resources— 矿石储备Power— 当前剩余电力PowerDrained— 电力消耗量PowerProvided— 总供电量
铁律:始终保持 Power > 0。电力为负时所有建筑减速运转。
建议电力配置:
- 开局:2个电厂(基础建筑)
- 中期:3-4个电厂+核电站(高级电力)
- 后期:根据需求调整
经济优先原则
- 矿场第一:开局尽快建造矿场
- 矿车保护:确保至少2辆矿车持续采矿
- 电力保障:电力不足立即建造电厂
- 避免浪费:资金优先用于军队,建筑够用即可
快速扩展
当经济充足时,可以批量建造相同建筑:
// 快速建造多个电厂
try_buy_building_and_build("电厂") // 第3个电厂
try_buy_building_and_build("电厂") // 第4个电厂
try_buy_building_and_build("核电") // 升级到核电
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.
- 2mo ago First seen · 103 lines · 21 tokens per session scan A 796f7ca644dc
build-order is a skill published in the GitHub repository HOPPINZQ/hoppinai-mcp-red95 (21 stars, last pushed 3mo ago), licensed MIT. It adds 21 tokens to every session and 1,020 once invoked, about $0.0001 per session on Opus 5.5. 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.
build-order compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| build-orderHOPPINZQ/hoppinai-mcp-red95 | Skill | 21 | 3mo ago | MIT | A | 21 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |