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 agentmods add skills/plausibleventures/lattice/savingnpx skills add plausibleventures/lattice --skill savinggit clone --depth 1 https://github.com/plausibleventures/latticeWhat 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 | $0.00070 | $0.03245 |
| Opus 5 | $0.00035 | $0.01622 |
| Sonnet 5 | $0.00014 | $0.00649 |
| Haiku 4.5 | $0.00007 | $0.00325 |
Grade A, and why
saving 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 2d 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 — 283 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Saving
Three ideas, and every failure mode in this skill follows from one of them.
- The chain is the version.
createStorereads the current version off the migration chain's head, so declaring version 7 while shipping a chain that ends at 6 is not a bug you can write down. - Every failure is a value.
open()never throws, for any content whatsoever. Seven ways a save fails to become a state, and every one degrades to a fresh game with a report. - A save stores causes, not consequences. Persist the player's brand hue, never the
#rrggbbit derives to.
The alternative to a chain — parsed.version === SAVE_VERSION with a fallback to newGame() —
is not a migration policy. It is a delete. The game this kit was extracted from said so in its
own source: "a bump is not a migration — it is a deletion of every player's campus."
A save, its chain, and its autosave
import { asEpochMillis } from '@latticekit/core';
import { browserStorage, createStore, migrations, scheduleFrom } from '@latticekit/persist';
import type { Recognize } from '@latticekit/persist';
import type { Loop } from '@latticekit/loop';
interface V1 { readonly version: 1; readonly coins: number }
interface V2 { readonly version: 2; readonly wallet: { readonly coin: number }; readonly hue: number }
// A recognizer returns the value TYPED, or throws naming the field. Never a boolean —
// a boolean has already discarded the value that was wrong, so it cannot name it.
const isV1: Recognize<V1> = (value) => {
const coins = (value as { coins?: unknown }).coins;
if (typeof coins !== 'number' || !Number.isFinite(coins)) {
throw new RangeError(`save.v1.coins: expected a finite number, got ${String(coins)}`);
}
return { version: 1, coins };
};
const isV2: Recognize<V2> = (value) => {
const v = value as { wallet?: { coin?: unknown }; hue?: unknown };
const coin = v.wallet?.coin;
// Number.isFinite is the load-side guard that matters: JSON turns Infinity and NaN into
// `null`, under a valid checksum, and they come back as NaN on the next tick.
if (typeof coin !== 'number' || !Number.isFinite(coin)) {
throw new RangeError(`save.v2.wallet.coin: expected a finite number, got ${String(coin)}`);
}
const hue = typeof v.hue === 'number' && Number.isFinite(v.hue) ? v.hue : 28;
return { version: 2, wallet: { coin }, hue };
};
const chain = migrations(1, isV1)
.step(2, 'one coin counter became a wallet', (v1) => ({
version: 2 as const, wallet: { coin: v1.coins }, hue: 28,
}), isV2)
.seal();
export function openSave(loop: Loop) {
const store = createStore({
key: 'lighthouse:save',
chain,
adapter: browserStorage(),
fresh: (): V2 => ({ version: 2, wallet: { coin: 0 }, hue: 28 }),
// REQUIRED, and it has no default on purpose. See below.
now: () => asEpochMillis(Date.now()),
});
const opened = store.open(); // never throws, whatever is in storage
let live: V2 = opened.state;
const auto = store.autosave(() => live, { schedule: scheduleFrom(loop.real) });
return { store, opened, auto, set: (next: V2) => { live = next; } };
}
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.
- 2d ago First seen · 283 lines · 70 tokens per session scan A 45bd4e3cabd8
saving is a skill published in the GitHub repository plausibleventures/lattice (35 stars, last pushed 10d ago), licensed MIT. It adds 70 tokens to every session and 3,245 once invoked, about $0.0003 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.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
package-remove
Uninstall a UPM package from the Unity project. Modifies manifest.json and may trigger a domain reload — the final result is delivered after the reload via the request's requestId. Built-in packages and packages that are dependencies of others cannot be removed. Use 'package-list' to list installed packages first.