traps

traps is a skill for Claude Code, Codex from plausibleventures/lattice. It costs 94 tokens per session (5,824 once invoked), scanned A, original, MIT.

A troubleshooting guide for game bugs that produce plausible but wrong results without raising an error. It maps visible symptoms—such as a black screen, misplaced taps, floating art, or slowing performance—to likely causes.

In plain words
What is it for?
Use it to investigate rendering failures, incorrect input or terrain picking, misplaced objects, invalid coordinates, sorting problems, lighting issues, memory or performance slowdowns, and broken saving.
Why use it?
It shortens debugging when the program runs but behaves incorrectly and the visible problem points away from the real cause.

Skill for Claude CodeCodex

Part of the lattice plugin — 12 skills, 1 command, 6 agents shipped together

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.

agentmods
npx agentmods add skills/plausibleventures/lattice/traps
Any agent
npx skills add plausibleventures/lattice --skill traps
Clone the repo
git clone --depth 1 https://github.com/plausibleventures/lattice

Made for: Claude Code, Codex.

Or install lattice, the plugin that ships this one along with the rest of its 12 skills, 1 command, 6 agents.

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 traps

README.md
[![agentmods](https://agentmods.dev/badge/skills/plausibleventures/lattice/traps.svg)](https://agentmods.dev/skills/plausibleventures/lattice/traps)
Your own site
<a href="https://agentmods.dev/skills/plausibleventures/lattice/traps"><img src="https://agentmods.dev/badge/skills/plausibleventures/lattice/traps.svg" alt="Measured on agentmods" height="20"></a>
Per session 94 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,824 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00094 $0.05824
Opus 5 $0.00047 $0.02912
Sonnet 5 $0.00019 $0.01165
Haiku 4.5 $0.00009 $0.00582

Measured 5d ago against content hash df073fa656cd, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

traps 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 5d 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.

skills/traps/SKILL.md · 407 lines

How it starts

The opening of the file, as written. The whole thing — 407 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Traps

Every entry here was found as working-looking code. None of them throws. Most of them point somewhere other than their cause, which is why they are worth carrying: an agent can read a .d.ts and cannot read any of this.

Use it two ways. Symptom first if something is already wrong; the list if you are about to write one of these.


Symptom → cause

what you see look at
a black or one-color screen camera never framed · sort() never called · darkness at 1 with no lights · light field not on the pen · a canvas with no size · a fractional grid index
the tap opens the thing behind the one under the finger something reordered after sort(), or two collections and an offset
taps land uphill or downhill of where the finger was, by more the higher the hill createInput was never told about the terrain, so every gx/gy is the sea-level answer
a sculpting brush slides off the far side of a hill while the hand holds still the same, on ground that moves: the error tracks the height under the pointer
something got placed at NaN, and no bounds check said anything onGround unchecked on a system that does declare terrain
taps miss on tall things specifically spriteVolume called without the ground
art floats above or sinks below its hill drawSprite's ground argument omitted
a building renders near-black, or one glows all night a palette slot used as the wrong kind — ink and night are not fills, and warn/ok/bad do not darken
the world sits in the middle of a big empty background it is a diorama: the world ran out before the frame did
the game gets slower at dusk and stays slow palette stop sets rebuilt inside the render callback
the game gets slower over minutes, with no event an animated color feeding the ramp cache
a frame counter reads 0.0 ms the tab is hidden
a frame counter reads healthy while the game visibly hitches worstFrameMs cannot see between pumps
the game keeps drawing but nothing responds a hot reload left a zombie instance bound to the canvas
a tap on the world does nothing at all the HUD is covering it — run auditOverlay
the HUD is frozen at old numbers after switching tabs state is being updated in render
a wall, fence or run of flags draws nothing it is edge-on: equal gx and gy deltas
terrain renders perfectly flat the relief axis, or its sign
income is wrong after coming back to the tab derived from dt, or the offline warp was restarted
a modal reopens after the player confirmed a poll of derived state with no latch
the save quietly stops being written a save from the future made the store read-only
progress vanished on reload localStorage.clear() raced the autosave's flush
a currency comes back as NaN Infinity went through JSON and returned as null
a world regenerates differently after panning away and back a sequential Rng where a hash belonged

Read the full file on GitHub · 407 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. 5d ago First seen · 407 lines · 94 tokens per session scan A df073fa656cd

Subscribe to this mod's changes

traps is a skill published in the GitHub repository plausibleventures/lattice (35 stars, last pushed 12d ago), licensed MIT. It adds 94 tokens to every session and 5,824 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 2026-08-30.