savecraft.gg: Skill for Claude Code

.claude/skills/working-on-rimworld/SKILL.md

working-on-rimworld is a skill for Claude Code from joshsymonds/savecraft.gg. It costs 101 tokens per session (1,672 once invoked), scanned A, original, Apache-2.0.

A set of rules for developing Savecraft’s RimWorld integration, which reads colony data from the game and provides game-specific explanations and calculations.

In plain words
What is it for?
Use it when changing RimWorld parsing, colony-data pushing, reference modules, XML data generation, decompiled game information, or RimWorld views.
Why use it?
It keeps the C# game mod, Go WebAssembly code, generated game data, and interactive views working together.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is joshsymonds/savecraft.gg's own configuration. It tells Claude Code how to work on savecraft.gg itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything savecraft.gg configures →

Needs its repository: it runs a file that does not travel with it, so clone the repository first. The line is go test ./plugins/rimworld/... # All RimWorld tests.

Reuse

Borrowing it

Nothing to install: this file belongs to joshsymonds/savecraft.gg. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/joshsymonds/savecraft.gg/main/.claude/skills/working-on-rimworld/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/joshsymonds/savecraft.gg

Made for: Claude Code.

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 working-on-rimworld

README.md
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Your own site
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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.

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Your own site · 80×15
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Per session 101 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,672 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00101 $0.01672
Opus 5 $0.00051 $0.00836
Sonnet 5 $0.00020 $0.00334
Haiku 4.5 $0.00010 $0.00167

Measured 12d ago against content hash 83584383958b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

working-on-rimworld 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.

.claude/skills/working-on-rimworld/SKILL.md · 113 lines

How it starts

The opening of the file, as written. The whole thing — 113 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Working on RimWorld

Architecture

Two components: a C# Harmony mod (pushes colony state via WebSocket) and a Go WASM reference module (8 computation modules in one binary). Design doc: docs/rimworld.md.

Reference module pattern: Same as D2R — generated Go struct literals from game data, computation logic in Go, compiled to WASM. No D1 database.

.reference/RimWorldDefs/           # XML Defs (SCP'd from Steam Deck, gitignored)
.reference/RimWorldDecompiled-v16/ # Fresh decompile (gitignored)
plugins/rimworld/tools/datagen/    # XML parser + Go code generator
plugins/rimworld/reference/data/   # Generated *_gen.go files
plugins/rimworld/reference/        # WASM entry point + 8 computation packages

Verification

View changes require just build-views + committing views.gen.ts. See working-on-views skill for details. CI does not rebuild views — forgetting this ships stale HTML.

go test ./plugins/rimworld/...                                    # All RimWorld tests
go run ./plugins/rimworld/tools/datagen                           # Regenerate from XML
GOOS=wasip1 GOARCH=wasm go build -o ref.wasm ./plugins/rimworld/reference  # Build WASM (<5MB)
just test-go                                                      # Full Go suite

Datagen: XML Inheritance Resolver

The datagen tool parses 1,558 XML Def files across Core + 5 DLCs. RimWorld uses ParentName attribute inheritance — child defs override parent fields, inheriting everything else.

Key design decision: The resolver namespaces byDefName by defType:defName to prevent cross-type collisions (e.g., ThingDef "MultiAnalyzer" vs ResearchProjectDef "MultiAnalyzer").

Name matching: All handlers use matchDef() — exact match → prefix match → substring match. Never first-hit substring.

Formula-to-Module Mapping

Each module's computation comes from specific decompiled C# types. When verifying after a patch, check these types:

Module Decompiled Types Key Formula
Surgery SurgeryOutcomeEffectDef (XML), SurgeryOutcomeComp_* quality = surgeon × bed × medicine_curve × difficulty × inspired, clamp(0, 0.98)
Crops Plant.GrowthRate, PlantUtility.GrowthRateFactorFor_* rate = fertility × temperature × light × (NoxiousHaze) × (Drought)
Combat (ranged) VerbProperties DPS = damage × burst / (warmup + cooldown + burst_delay) × accuracy
Combat (melee) StatWorker_MeleeAverageDPS, VerbProperties.AdjustedMeleeSelectionWeight weight = damage², trueDPS = Σ(damage³) / Σ(damage² × cooldown)
Combat (armor) ArmorUtility.ApplyArmor ea = max(rating - AP, 0); zones: deflect (<ea/2), half (<ea), full
Materials StatPart_Quality (XML StatDefs) final = base × material_factor × quality_factor
Drugs CompProperties_Drug (XML) Data-driven: market value, addictiveness, ingredients
Raids StorytellerUtility.DefaultThreatPointsNow Piecewise curves: PointsPerWealthCurve, PointsPerColonistByWealthCurve
Genes GeneDef (XML, Verse namespace) Data-driven: complexity, metabolism, exclusion tags
Research ResearchProjectDef (XML, Verse namespace) Chain traversal + tribal tech level multipliers (medieval 1.5×, industrial+ 2×)

Read the full file on GitHub · 113 lines

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. 12d ago First seen · 113 lines · 101 tokens per session scan A 83584383958b

Subscribe to this mod's changes

working-on-rimworld is a skill published in the GitHub repository joshsymonds/savecraft.gg (12 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 101 tokens to every session and 1,672 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 2026-08-30.

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