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 save-schema-migrationgit 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/save-schema-migration)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/save-schema-migration"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/save-schema-migration/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/save-schema-migration"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/save-schema-migration.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 | $0.00085 | $0.02702 |
| Opus 5 | $0.00043 | $0.01351 |
| Sonnet 5 | $0.00017 | $0.00540 |
| Haiku 4.5 | $0.00009 | $0.00270 |
Grade A, and why
save-schema-migration 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 9d 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 — 213 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Save schema migration
A shipped game inherits every save format it ever published. The first time you add a field to SaveData and re-export, every existing player loads a save with the old shape and gets either: silent data loss (missing field defaults to zero), a hard crash (null.method() on a missing sub-Resource), or a corrupt run.
This skill is the contract for evolving save data without breaking existing players. Pair it with setup-save-system, which already includes a version field and a _migrate() stub — this skill fills in the migration registry and the test that proves it works.
Rules
- Every save Resource has a
schema_version: intat the top level. Bump it whenever you add, remove, rename, or change the meaning of a field. - Migrations are sequential. A v1 save migrates to v2, then v2 to v3 — never v1 → v3 directly. This keeps each migration small and independently testable.
- Migrations are pure functions of the loaded payload. They do not read the current scene, the autoloads, or anything else — same input → same output.
- Migrations never delete data without an explicit decision. Renaming a field? Move the value. Removing? Either drop silently with a comment or stash under
_legacy.<field_name>if there is any chance you'll want it back. - Every released version has a fixture save in
test/fixtures/save/v<N>.tres. CI loads each fixture and asserts the migrated result matches the current schema'sassert_valid()invariants. - Unknown future version = refuse to load. A v5 save loaded by a v3 build means the player rolled back. Do not guess — show "save from a newer version, please update".
File shape
resources/save_data.gd (extended from setup-save-system)
class_name SaveData
extends Resource
## Top-level save container. One file per slot.
##
## When `SCHEMA_VERSION` bumps, register the matching migration in
## SaveMigrations._migrations and ship a fixture under test/fixtures/save/.
const SCHEMA_VERSION := 3 # bump on every breaking change
@export var schema_version: int = SCHEMA_VERSION
@export var timestamp: int = 0
@export var play_time_seconds: float = 0.0
@export var current_scene: String = ""
@export var entries: Dictionary[NodePath, Variant] = {}
# v3 added: difficulty preset (was inferred from world flags before)
@export var difficulty: StringName = &"normal"
func assert_valid() -> void:
assert(schema_version == SCHEMA_VERSION, "save not migrated to current schema")
assert(timestamp > 0, "missing timestamp")
assert(difficulty in [&"easy", &"normal", &"hard"], "invalid difficulty: %s" % difficulty)
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.
- 9d ago First seen · 213 lines · 85 tokens per session scan A a635acaa4166
save-schema-migration is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 85 tokens to every session and 2,702 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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