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 networking-foundationgit 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/networking-foundation)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/networking-foundation"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/networking-foundation/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/networking-foundation"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/networking-foundation.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 | $0.00089 | $0.03557 |
| Opus 5 | $0.00044 | $0.01778 |
| Sonnet 5 | $0.00018 | $0.00711 |
| Haiku 4.5 | $0.00009 | $0.00356 |
Grade A, and why
networking-foundation 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 — 264 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Networking foundation (Godot 4.x High-Level Multiplayer)
Godot ships a high-level multiplayer API on top of ENet (UDP) and WebSocket. It is enough to build co-op, small-PvP, and lobby-based games without an addon — it is not enough to ship competitive twitch FPS / fighting games (no built-in rollback, lag compensation, or anti-cheat). Pick the right scope before writing code.
This skill is a pattern + checklist. It does not pick a netcode library for you. For dedicated rollback (SGNetcode, Godot Rollback Netcode) or relay services (Nakama, Beamable, custom WebSocket relay), evaluate addons via addon-curator once the scope is clear.
Reference: High-level multiplayer. Verify every API against godot-docs MCP before emitting code — multiplayer APIs changed shape in 4.0 → 4.2 (esp. MultiplayerAPI, MultiplayerSpawner.spawn_function).
1. Decide the model first (architecture gate)
Multiplayer code follows the architecture; the architecture cannot be retrofitted from working code. Decide these four things before writing the first RPC:
| Decision | Options | What it gates |
|---|---|---|
| Topology | Dedicated server / Listen server (host-as-player) / Peer-to-peer (mesh) | Cheating surface, hosting cost, NAT requirements |
| Authority | Server-authoritative / Client-authoritative / Distributed (per-entity) | Where game state lives; who can lie |
| Synchronization style | State sync (replicate transforms/properties) / Input sync (replicate inputs, simulate deterministically) | Determinism budget; rollback feasibility |
| Transport | ENet (UDP, fastest, NAT-traversal hassle) / WebSocket (TCP, browser-friendly) / WebRTC (P2P, JS signalling) | Platform reach (web/mobile/desktop) |
Defaults that fit ~80% of indie multiplayer:
- Listen server topology — one player hosts, others join. No dedicated infrastructure.
- Server-authoritative with state sync — server owns ground truth, clients replicate. Cheating is bounded.
- ENet for desktop, WebSocket for browser builds. Pick one per build target.
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 · 264 lines · 89 tokens per session scan A 163811b9ae01
networking-foundation is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 89 tokens to every session and 3,557 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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