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 portals-labs/portals-plugin-claude --skill portals-server-scriptsgit clone --depth 1 https://github.com/portals-labs/portals-plugin-claudeWrote 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/portals-labs/portals-plugin-claude/portals-server-scripts)<a href="https://agentmods.dev/skills/portals-labs/portals-plugin-claude/portals-server-scripts"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-server-scripts/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/portals-labs/portals-plugin-claude/portals-server-scripts"><img src="https://agentmods.dev/badge/skills/portals-labs/portals-plugin-claude/portals-server-scripts.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 | $0.00077 | $0.01114 |
| Opus 5 | $0.00039 | $0.00557 |
| Sonnet 5 | $0.00015 | $0.00223 |
| Haiku 4.5 | $0.00008 | $0.00111 |
Grade A, and why
portals-server-scripts 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 10d 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 — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Portals server scripts (server.js)
Without one of these, there is no server-side game logic on Portals — every client is authoritative over what it sends, so a session is exactly as trustworthy as its least trustworthy player. A server script changes that: add a single file named server.js at the project root and Portals runs it on its own servers as an invisible, authoritative participant in every multiplayer session of the game.
Read references/server-scripts.md for the full API, a complete lobby example, and the limits table. It is the official documentation, copied verbatim.
When to add one
Every multiplayer game should ship with one. For a real-time game the preferred form is running the whole simulation in it — the portals-server-sim skill covers that architecture, and it is the default choice for multiplayer on Portals. Even a game that doesn't simulate on the server needs its referee nobody controls: a lobby with ready checks that starts everyone at the same moment, countdowns and timers that must not drift or depend on one player's tab, authoritative state players can read but not overwrite (phase, verified scores, turn order), or kicking misbehaving players.
Going without is for the narrow cases where nothing is contested — purely cosmetic co-op canvases and emote walls — and even there, never let a peer's messages control anything valuable.
How it runs
- One server per session; channels partition servers exactly like they partition players. It starts as players start joining.
- It is invisible: never in
net.players(), and it does not count toward the 50-player session cap. - Publishing swaps running servers to the new script within seconds. Editor preview runs the draft's
server.js— reload the preview to swap it. - A session empty for ~5 minutes ends its server; a fresh one starts when players return.
- If the script crashes or exceeds its budgets, the session keeps going without it — players are never disconnected because a script failed. A new server starts on the next join.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago First seen · 46 lines · 77 tokens per session scan A 64c9f9881c76
portals-server-scripts is a skill published in the GitHub repository portals-labs/portals-plugin-claude (4 stars, last pushed yesterday), licensed ISC. It adds 77 tokens to every session and 1,114 once invoked, about $0.0004 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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