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/trapsnpx skills add plausibleventures/lattice --skill trapsgit clone --depth 1 https://github.com/plausibleventures/latticeWrote 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/plausibleventures/lattice/traps)<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>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 | $0.00094 | $0.05824 |
| Opus 5 | $0.00047 | $0.02912 |
| Sonnet 5 | $0.00019 | $0.01165 |
| Haiku 4.5 | $0.00009 | $0.00582 |
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.
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 |
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.
- 5d ago First seen · 407 lines · 94 tokens per session scan A df073fa656cd
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.
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