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/jame581/godotprompter/component-systemnpx skills add jame581/GodotPrompter --skill component-systemgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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/jame581/godotprompter/component-system)<a href="https://agentmods.dev/skills/jame581/godotprompter/component-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/component-system.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 5.1 | $0.00019 | $0.03144 |
| Opus 5 | $0.00010 | $0.01572 |
| Sonnet 5 | $0.00004 | $0.00629 |
| Haiku 4.5 | $0.00002 | $0.00314 |
Grade A, and why
component-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 7d 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 — 416 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Component System in Godot 4.3+
Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: scene-organization for scene tree composition, event-bus for decoupled component communication, resource-pattern for data-driven component configuration, physics-system for Area2D/3D overlap detection and collision shapes, ability-system for an AbilityComponent example built on this pattern.
1. Why Components
| Problem with inheritance | How components solve it |
|---|---|
| Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job |
| Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior |
| Adding a new combination means a new subclass | Mix and match components freely at the scene level |
Key benefits:
- Reuse across entities — a
HealthComponentworks on a player, an enemy, a destructible crate, or a boss with no code changes. - Separation of concerns — damage detection, health tracking, and state animation are each their own file. Debugging is local.
- Mix-and-match behaviors — give an enemy a
HitboxComponentand aPatrolComponentindependently. Removing one does not affect the other.
2. Component Design Rules
- One responsibility per component. If you find yourself naming it
HealthAndShieldAndRegenComponent, split it. - Communicate via signals, not direct sibling access. A component must not call
get_parent().get_node("SiblingComponent"). Emit a signal instead. - Stateless where possible. Prefer deriving state from inputs and
@exportconfiguration over storing mutable state. When state is necessary, keep it private. - Use
@exportfor all configuration. Damage amount, cooldown duration, and layer masks belong in the Inspector, not hardcoded constants.
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.
- 7d ago First seen · 416 lines · 19 tokens per session scan A d583e7f92182
component-system is a skill published in the GitHub repository jame581/GodotPrompter (675 stars, last pushed 24d ago), licensed MIT. It adds 19 tokens to every session and 3,144 once invoked, about $0.0001 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 2026-08-30.
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