rimworld-smashtools

rimworld-smashtools is a skill for Codex from mushroomTW/MushroomTW-Skills. It costs 48 tokens per session (500 once invoked), scanned A, original, MIT.

A development integration skill for SmashTools, a library used by RimWorld mods for shared game systems and utilities. It explains how to use its features and make the code, build output, and game loading configuration work together.

In plain words
What is it for?
Use it to add SmashTools features, update dependencies, fix compilation or loading problems, and prepare mod builds and releases.
Why use it?
It helps diagnose problems where a library is available during compilation but is missing or misconfigured when the game starts. It also directs developers to the relevant integration and feature guidance.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to add SmashTools features, update dependencies, fix compilation or loading problems, and prepare mod builds and releases.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mushroomtw/mushroomtw-skills/rimworld-smashtools
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 mushroomTW/MushroomTW-Skills --skill rimworld-smashtools
Clone the repo
git clone --depth 1 https://github.com/mushroomTW/MushroomTW-Skills

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 rimworld-smashtools

README.md
[![agentmods](https://agentmods.dev/badge/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools/github.svg)](https://agentmods.dev/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools)
Your own site
<a href="https://agentmods.dev/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools"><img src="https://agentmods.dev/badge/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools/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 rimworld-smashtools

Your own site · 80×15
<a href="https://agentmods.dev/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools"><img src="https://agentmods.dev/badge/skills/mushroomtw/mushroomtw-skills/rimworld-smashtools.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 500 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 $0.00048 $0.00500
Opus 5.5 $0.00019 $0.00200
Sonnet 5.5 $0.00010 $0.00100
Haiku 4.5 $0.00005 $0.00050

Measured 20d ago against content hash 224277e7d30f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

rimworld-smashtools 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 20d 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.

rimworld-smashtools/SKILL.md · 27 lines

How it starts

The opening of the file, as written. The whole thing — 27 lines — stays where its author put it; the contents beside it link to each section on GitHub.

RimWorld SmashTools Integration and Usage

SmashTools provides utility classes as well as mod initialization, event, and patching infrastructure. Integration must address compile-time references, game loading, and runtime initialization simultaneously; having a DLL available for compilation does not mean it is ready at runtime.

Features cover native collections, object pooling, threading and job dispatching, search and multi-cell pathfinding, targeting, game events, UI and windows, rendering, persistence and XML, animation curves, caching and profiling, logging, and compile-time analyzers. See the feature guide for component distribution, prerequisites, and usage of each feature.

Workflow

Reuse the project's existing SmashTools sources, build, and release configuration. Read the relevant reference based on the task:

  • Find built-in features, select APIs, or write consumer code: start with Feature Index, read only the required category, and check local signatures, callers, and constraints.
  • Initial integration, dependency updates, or release adjustments: references/integration.md. Covers provider selection, project references, output, and assembly identity.
  • Hook into startup workflows, use patchers, or troubleshoot game loading issues: references/lifecycle.md. Covers initialization ownership, timing, verification, and troubleshooting; read before running in-game verification.

Use the source code or DLL metadata of the locally adopted version for routine API and contract checks. Fetch upstream SmashPhil/SmashTools only during initial adoption when artifacts are missing locally, when the user requests an update, or when local sources are insufficient to resolve a specific issue, and retain the source for subsequent use. Routine integration does not require network access to check documentation or latest versions.

For projects with an existing integration, implement the required features directly; enter the integration workflow only when dependencies, initialization, or release configurations are missing.

Read the full file on GitHub · 27 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. 20d ago First seen · 27 lines · 48 tokens per session scan A 224277e7d30f

Subscribe to this mod's changes

rimworld-smashtools is a skill published in the GitHub repository mushroomTW/MushroomTW-Skills (0 stars, last pushed today), licensed MIT. It adds 48 tokens to every session and 500 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 2026-10-18.

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