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 ouzlifaneyassine1-dot/onyx-engine --skill export-and-shipgit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/export-and-ship)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/export-and-ship"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/export-and-ship/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/ouzlifaneyassine1-dot/onyx-engine/export-and-ship"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/export-and-ship.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00098 | $0.03887 |
| Opus 5 | $0.00049 | $0.01944 |
| Sonnet 5 | $0.00020 | $0.00777 |
| Haiku 4.5 | $0.00010 | $0.00389 |
Grade A, and why
export-and-ship 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 11d 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 — 301 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/export-and-ship — Export and Prep Distribution
Overview
Shipping is a checklist, not a creative act. This skill walks the platform-specific asset and config requirements, runs a pre-flight check against the project, and produces a release build only after every blocker is green. Better to fail at this step than fail submission.
Core principle: every platform has a list. Read the list, satisfy the list, ship.
Steps
1. Pick the destination(s)
Open with the question. Multi-select.
Where to? Pick all that apply: Steam / itch.io / web (HTML5) / iOS App Store / Google Play / macOS DMG / Windows installer / other.
Each destination has a different list. Multiple destinations = multiple lists. Don't shortcut — the iOS list does not satisfy the Steam list.
2. Run the pre-flight checklist
Always do this first, regardless of destination.
Preferred (onyx MCP):
onyx_get_diagnostics # any errors? if yes, abort.
onyx_get_console # any "import failed" warnings?
onyx_get_scene_tree # is the main scene set?
Fallback (no MCP): ask the user to confirm via the Godot editor: Project → Project Settings → Application → Run → Main Scene is set; no errors in Output panel.
Pre-flight blockers (any one = stop)
| Check | How | Blocker because |
|---|---|---|
| Main scene is set | project.godot has application/run/main_scene |
Game launches to nothing without it |
| No script errors | onyx_get_script_errors clean |
Won't compile in export |
No print() debug spam in hot loops |
Grep "print(" -- "**/*.gd" |
Spammy console for users |
| No hardcoded debug paths | Grep "user://debug" or "/Users/" or "C:\\\\" |
Breaks on user machines |
.gitignore excludes .godot/, .import/, *.tmp |
Read .gitignore |
Build artifacts in repo |
| LICENSE file present | Read LICENSE at repo root |
Steam + itch require licensing clarity |
attribution.md for community assets |
Read attribution.md or equivalent |
CC-BY assets need credit; missing = takedown risk |
| Version number set | application/config/version in project.godot |
Required by Steam, useful everywhere |
| Game name set | application/config/name |
Window title, build artifact name |
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.
- 11d ago First seen · 301 lines · 98 tokens per session scan A f4d57ad21ef7
export-and-ship is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 98 tokens to every session and 3,887 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 2026-08-31.
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