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 MelonS/MelonS-Agents --skill pawnsimgit clone --depth 1 https://github.com/MelonS/MelonS-AgentsWrote 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/melons/melons-agents/pawnsim)<a href="https://agentmods.dev/skills/melons/melons-agents/pawnsim"><img src="https://agentmods.dev/badge/skills/melons/melons-agents/pawnsim/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/melons/melons-agents/pawnsim"><img src="https://agentmods.dev/badge/skills/melons/melons-agents/pawnsim.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00033 | $0.00857 |
| Opus 5.5 | $0.00013 | $0.00343 |
| Sonnet 5.5 | $0.00007 | $0.00171 |
| Haiku 4.5 | $0.00003 | $0.00086 |
Grade A, and why
pawnsim 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.
How it starts
The opening of the file, as written. The whole thing — 91 lines — stays where its author put it; the contents beside it link to each section on GitHub.
pawnsim
Unity mini colony-sim-style colony sim vertical slice, built in 7 days
using game-dev-agent for asset generation,
code scaffolding, balance tuning, and in-game AI Director.
Reference game
콜로니 심 장르. We're building a vertical slice — NOT a clone, NOT competing. Demonstration only.
Scope (locked at start of Day 1)
| Included | Excluded |
|---|---|
| 2-3 pawns | 10+ pawns |
| 3 needs (food, sleep, mood) | 8+ needs |
| 2 resources (wood, food) | full economy + production chains |
| 3-4 actions (chop, eat, sleep, wander) | building, crafting, research |
| 50×50 tilemap | open world / multiple biomes |
| AI Director — 3-5 event types | seasons, weather sim, raids |
| Utility AI (highest-need priority) | mood / relationship simulation |
| Basic save/load (JSON) | autosave / multi-slot / cloud |
| Top-down 2D | 3D / isometric |
End-of-day deliverable schedule
| Day | What .exe shows when launched |
|---|---|
| 1 | Title → Start → empty tilemap + 1 idle pawn, clickable |
| 2 | Pawn moves on right-click, needs UI panel ticking down |
| 3 | Trees on map, pawn can chop wood, wood counter rises |
| 4 | 3 pawns, autonomous needs satisfaction (utility AI) |
| 5 | AI Director generates random events (LLM-driven text) |
| 6 | Save/load works, BGM + SFX added |
| 7 | Polish + demo video + portfolio README |
Each day = builds/day-X-2026-MM-DD.exe snapshot saved.
Directory layout
games/pawnsim/
├── SKILL.md (this file)
├── unity-project/ # Unity 2022.3.32f1 project root
│ ├── Assets/
│ │ ├── Scripts/ # C# (generated by code_assist module)
│ │ ├── Sprites/ # 2D art (generated by asset_gen module)
│ │ ├── Audio/ # BGM + SFX (generated by audio_gen module)
│ │ ├── Configs/ # ScriptableObject balance data
│ │ └── Scenes/
│ ├── Packages/
│ └── ProjectSettings/
├── builds/ # End-of-day .exe snapshots (gitignored)
│ ├── day-1-2026-05-26.exe
│ └── ...
└── docs/
├── DESIGN.md # Scope + system list
├── AGENT_LOG.md # What the agent did each day
└── DEMO.md # Demo video script + portfolio narrative
What ships with it
60 files 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.
- docs/art-style-guide-v3.md 8.9 KB
- docs/art-tone-decisions-2026-07-25.md 14 KB
- docs/art-value-hierarchy-2026-07-29.md 14 KB
- docs/artv2-style-spec.md 6.0 KB
- docs/asset-pack-candidates-2026-07-25.md 12 KB
- docs/audit-genre-fidelity-2026-05-29.md 16 KB
- docs/AUTONOMOUS_SESSION_SUMMARY.md 35 KB
- docs/autonomous-decisions.md 12 KB
- docs/balance-parity-2026-07-25.md 31 KB
- docs/check-round-1.md 4.7 KB
- docs/check-round-2.md 3.3 KB
- docs/check-round-3.md 4.6 KB
- docs/check-round-4.md 8.6 KB
- docs/check-round-5.md 4.2 KB
- docs/check-round-6.md 3.0 KB
- docs/check-round-7.md 3.1 KB
- docs/check-round-8.md 5.0 KB
- docs/cleanup-after-submission.md 3.5 KB
- docs/colony-loop-2026-07-30.md 29 KB
- docs/demo-interview-2026-07-27.md 7.6 KB
- docs/design-immersion-2026-06-11.md 4.2 KB
- docs/design-improvement-backlog.md 27 KB
- docs/design-qa.md 4.2 KB
- docs/design-social-2026-07-24.md 5.1 KB
- docs/external-research-openmmo-2026-08-12.md 8.0 KB
- docs/figures/01-morning.png 1292 KB
- docs/figures/02-midday.png 1378 KB
- docs/figures/03-work-priority.png 847 KB
- docs/figures/04-night.png 996 KB
- docs/figures/05-shadow-times.png 1005 KB
- docs/first-cycle-backlog-2026-06-12.md 28 KB
- docs/first-cycle-walkthrough-2026-06-13.md 2.3 KB
- docs/fun-rubric.md 8.7 KB
- docs/gameloop-backlog-2026-06-11.md 11 KB
- docs/gameplay-audit-2026-07-24.md 16 KB
- docs/GDD.md 12 KB
- docs/genre-comparison-v2.md 15 KB
- docs/genre-comparison.md 27 KB
- docs/genre-gap-backlog-2026-06-12.md 12 KB
- docs/goal.md 4.3 KB
- docs/grader-soak-r2-2026-06-12.md 3.2 KB
- docs/grader-soak-r3-2026-06-12.md 2.1 KB
- docs/grader-soak-r4-2026-06-12.md 2.8 KB
- docs/grader-soak-r5-2026-06-12.md 2.1 KB
- docs/grader-soak-r7-2026-06-13.md 1.9 KB
- docs/grader-soak-r8-2026-06-13.md 2.2 KB
- docs/grader-soak-r9-2026-06-13.md 4.8 KB
- docs/hackathon-bar-analysis-2026-07-24.md 16 KB
- docs/HISTORY_SNS.md 1.4 KB
- docs/HISTORY.md 7.6 KB
- docs/human-play-gap-2026-06-12.md 6.5 KB
- docs/incident-2026-07-26-ts-guid-clobber.md 3.8 KB
- docs/known-limitations.md 3.1 KB
- docs/legibility-and-progression-2026-07-31.md 29 KB
- docs/live-verification-2026-07-29.md 11 KB
- docs/lookfeel-research-2026-07-24.md 25 KB
- docs/lookfeel-round-2026-07-24.md 7.9 KB
- docs/MILESTONES.md 15 KB
- docs/mood-deficit-analysis-2026-06-14.md 3.2 KB
- docs/nan2026-positioning-2026-07-29.md 12 KB
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 · 91 lines · 33 tokens per session scan A f091b1537a0b
pawnsim is a skill published in the GitHub repository MelonS/MelonS-Agents (17 stars, last pushed 2mo ago), licensed MIT. It adds 33 tokens to every session and 857 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.
Other skills, from other repositories
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.
ascii-city-engine
Build portable, first-person colored ASCII city engines and small GIS-derived city packs. Use when designing terrain-following walking, raycast character rendering, city-provider schemas, or reproducible public-GIS ingestion. Do not use for conventional 3D/WebGL games, multi-level interiors, general GIS analysis, or…
bevy-ecs-patterns
Use when writing Bevy (Rust ECS) game code - pin and respect the repo's minor version, plugins/systems/queries/resources, schedules with FixedUpdate and Time, states and run conditions, messages vs observers across versions, required components, testing systems with App::update and a manual time strategy, compile-time…
game-engine-choice
Use when a game task could run on more than one engine or the repository has no engine yet - read the repo's engine and pinned version, and only for a brand-new game pick one from platforms, 2D/3D, team language, scale and licensing.
game-networking
Use when touching multiplayer code - authoritative server, client prediction and reconciliation, interpolation, lockstep and rollback, server-side validation of every RPC per engine (Netcode, Unreal replication, Godot multiplayer, Colyseus, Bevy crates), bandwidth and versioned messages.
game-visual-self-review
Use when you are about to hand off a change a player can see - the exact steps to look at it running (web game in the browser at two viewports plus a seeded Playwright smoke run for input and console errors; engine games through a headless frame capture), the checklist, and how to report what could not be observed.