cities2-mod-debugging

cities2-mod-debugging is a skill for Codex from mayor-modder/Cities2-MCP. It costs 41 tokens per session (2,136 once invoked), scanned A, original, MIT.

A troubleshooting workflow for Cities: Skylines II mods, which are player-made extensions for the city-building game. It covers build, packaging, runtime, game-log, interface, save, and gameplay problems.

In plain words
What is it for?
It helps investigate logs and other evidence, classify failures, test one focused hypothesis at a time, apply a targeted fix, and verify the result.
Why use it?
It prevents fixes based only on guesses by requiring evidence about the actual failure and its root cause first.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit It helps investigate logs and other evidence, classify failures, test one focused hypothesis at a time, apply a targeted fix, and verify the result.

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Install with agentmods
npx agentmods add skills/mayor-modder/cities2-mcp/cities2-mod-debugging
Install

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.

Any agent
npx skills add mayor-modder/Cities2-MCP --skill cities2-mod-debugging
Clone the repo
git clone --depth 1 https://github.com/mayor-modder/Cities2-MCP

Made for: Codex.

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 cities2-mod-debugging

README.md
[![agentmods](https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-mod-debugging/github.svg)](https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-mod-debugging)
Your own site
<a href="https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-mod-debugging"><img src="https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-mod-debugging/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.

agentmods 80×15 button for cities2-mod-debugging

Your own site · 80×15
<a href="https://agentmods.dev/skills/mayor-modder/cities2-mcp/cities2-mod-debugging"><img src="https://agentmods.dev/badge/skills/mayor-modder/cities2-mcp/cities2-mod-debugging.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,136 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 $0.00041 $0.02136
Opus 5.5 $0.00016 $0.00854
Sonnet 5.5 $0.00008 $0.00427
Haiku 4.5 $0.00004 $0.00214

Measured 1mo ago against content hash 332661d49196, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

cities2-mod-debugging 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 1mo 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.

plugins/cities2-mcp/skills/cities2-mod-debugging/SKILL.md · 146 lines

How it starts

The opening of the file, as written. The whole thing — 146 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cities2 Mod Debugging

Debug CS2 mods with evidence, one focused fix at a time. Use MCP-backed docs for CS2-specific assumptions and record negative constraints that rule out unsafe or misleading shortcuts.

Core principle: Always find root cause before attempting fixes. Plausible source-code guesses are still guesses.

Violating the letter of this process is violating the spirit of debugging.

The Iron Law

NO FIXES WITHOUT ROOT-CAUSE EVIDENCE FIRST

If the failure only appears after the mod is installed, loaded, or run in game, source-code inspection is not enough. Inspect runtime evidence first or state that root cause is unverified and stop before patching.

Debugging Workflow

  1. State the failing symptom in one sentence: build, package, launch, runtime, UI, save, or gameplay behavior.
  2. Gather the smallest useful evidence before changing code.
  3. Classify the failure category and state the likely root cause, or say what remains unknown.
  4. Form one hypothesis tied to a file, API, asset, package step, or game log entry.
  5. Apply one focused fix.
  6. Re-run the narrowest relevant check and compare evidence before/after.
  7. After applying a fix for runtime, UI, save, or gameplay behavior, either run the relevant build or install check or tell the user exactly why it could not run. Then provide playtesting steps without waiting for the user to ask.
  8. If the fix fails or the symptom changes, return to evidence and hypothesis instead of stacking unrelated edits.
  9. After three failed fix attempts, pause and ask whether the architecture, template choice, or modding approach should change.

Runtime And UI Gate

For "build passes but it does not work in game" problems, complete at least one runtime check before editing:

  • installed package layout and file timestamps;
  • enabled playset/load state;
  • Modding.log, Unity/Player logs, launch output, or exception stack traces;
  • UI debugger state at localhost:9444 for UI mods.

Source files, package.json, and dist/ui.js can support a hypothesis, but they do not prove why an installed CS2 mod failed at runtime. If those are the only facts available, hand the user a playtesting/log collection step and mark the root cause unverified. Do not patch a likely selector, import, path, timing, or binding issue first and ask for logs only if it fails.

Read the full file on GitHub · 146 lines

Files

What ships with it

1 file 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.

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. 1mo ago First seen · 146 lines · 41 tokens per session scan A 332661d49196

Subscribe to this mod's changes

cities2-mod-debugging is a skill published in the GitHub repository mayor-modder/Cities2-MCP (10 stars, last pushed 1mo ago), licensed MIT. It adds 41 tokens to every session and 2,136 once invoked, about $0.0002 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 2026-08-31.

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