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 Simone-Tarantino/godot-superpowers --skill export-configgit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/export-config)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/export-config"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/export-config/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/simone-tarantino/godot-superpowers/export-config"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/export-config.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 | $0.00052 | $0.03625 |
| Opus 5 | $0.00026 | $0.01813 |
| Sonnet 5 | $0.00010 | $0.00725 |
| Haiku 4.5 | $0.00005 | $0.00363 |
Grade A, and why
export-config 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 8d 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 — 300 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Export Config
Configure Godot exports cleanly for distribution. Reference: Exporting projects.
Prerequisites
- Export templates installed: Editor → Manage Export Templates → Download (matches your editor version)
export_presets.cfgin.gitignore(it can contain keystore paths and signing secrets); commitexport_presets.cfg.exampleif useful- Icon assets: Source
.png1024×1024 for the icon; Godot generates platform variants
export_presets.cfg structure
This file is auto-generated by Godot but understandable. Each preset is a numbered section:
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter="docs/*, test/*, *.gdignore, *.md"
export_path="builds/windows/MyGame.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.0.options]
custom_template/debug=""
custom_template/release=""
binary_format/embed_pck=false
debug/export_console_wrapper=1
binary_format/architecture="x86_64"
codesign/enable=false
application/icon="res://icon.ico"
application/file_version="1.0.0.0"
application/product_version="1.0.0.0"
application/company_name="MyStudio"
application/product_name="MyGame"
application/file_description="MyGame"
application/copyright="© 2026 MyStudio"
ssh_remote_deploy/enabled=false
Recommended: configure presets through the editor UI (Project → Export). It writes the file. Then commit a sanitized template.
Per-platform presets
Windows Desktop
- Architecture:
x86_64 - Embed PCK:
false(separate.pckships smaller patches;truefor single-file) - Code signing:
osslsigncodeorsigntool(Windows SDK). For most indie releases, leave unsigned (users see a SmartScreen warning that goes away after enough downloads). - Icon:
.icofile viaapplication/icon - Console wrapper:
1for debug builds,0for release (no console window)
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.
- 8d ago First seen · 300 lines · 52 tokens per session scan A 80cdfe0a6273
export-config is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 52 tokens to every session and 3,625 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 2026-08-31.
Other skills, from other repositories
game-build-team
Build a Godot 4 / GDScript game feature with a coordinated agent team — a Manager (you), a Creative Director, a Logic Developer, an Animation Developer, and a Tester — that iteratively and autonomously design, build, juice, and verify the feature against the project's design contract to a strict, un-skippable quality…
avatar-contribution-pr
Turn an avatar GitHub issue (from the in-app avatar-editor easter egg) into a merged sprite — validate the art, then either add a new module or replace an existing one, and open a PR that closes the issue. Handles both "Avatar contribution: " (a brand-new sprite) and "Avatar edit: " (a hand-redraw of an existing…
wavedash
Use when building, integrating, testing, uploading, publishing, or preparing a browser game for Wavedash, including CLI setup, Wavedash SDK features, multiplayer, achievements, leaderboards, cloud saves, player identity, user-generated content, store metadata, monetization, and content guidelines.
godot-engineer
!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…
bootstrap-game-qa-system
Use ONCE per browser-game project to set up the game-qa infrastructure. Copies the shipped runner template, the adapter skeleton, and the journey schema; gap-fills the project's existing debug system if one is present. Skip for non-game projects.
requesting-game-qa
Use ONLY for QA on browser-game feature work. Triggers when the engineer signals readiness for QA: "request QA on X", "verify X", "QA this", "ready for QA on X", "this should be ready, can we make sure it works?" Compiles a brief, drives test-plan sign-off, then hands off to game-qa. Skip for tooling, build scripts…