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/summerengine/summer-engine-agent/firenpx skills add SummerEngine/summer-engine-agent --skill firegit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/fire)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/fire"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/fire.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 | $0.00068 | $0.06702 |
| Opus 5 | $0.00034 | $0.03351 |
| Sonnet 5 | $0.00014 | $0.01340 |
| Haiku 4.5 | $0.00007 | $0.00670 |
Grade A, and why
fire 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 yesterday.
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- fire — 86% identical, 205 lines differ
How it starts
The opening of the file, as written. The whole thing — 475 lines — stays where its author put it; the contents beside it link to each section on GitHub.
fire — Animated Particle Flames
Fire in games is almost never a video clip and never an AI-generated sprite. It's a pile of additive billboard quads emitted from a cone, each running a noise-distorted UV through a hot color ramp (red → orange → yellow → smoky alpha-out). Think Skyrim torches, Doom Eternal's pyre, BotW's bonfires — all built from this same recipe with different dials. This skill writes the shader, the controller, and the node tree, then wires them into the open scene. Authoring, not generating.
When to use
- "Add fire to this torch."
- "Make a campfire / bonfire / hearth flame."
- "Light the brazier."
- "I need a candle flame on this candlestick."
- "The dragon needs a flame breath" (use this for the persistent emitter; pair with a one-shot
muzzle-flashfor the burst). - The player set something on fire and you need a continuous, physically-anchored flame.
When NOT to use
- The user wants an object to burn away (mesh disintegrating with a fire edge) — route to
dissolve. Fire is a separate effect; pair them. - The user wants smoke without flame — go straight to
smoke. (Most fires want a smoke trail above; spawn this recipe and addsmokeon top.) - The user wants a one-frame muzzle flash from a gun — that's
muzzle-flash, not fire. - The user wants 2D fire on a UI element — use
canvas_itemshader; this recipe isspatial/particles. - The user wants stylized magic flame (blue, purple, ethereal) — use this recipe and load the
magic-firevariant in the cookbook below.
Recipe
1. Files to create
addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc # copy from this skill FIRST
addons/vfx/fire/fire.gdshader # spatial shader for the visual quad
addons/vfx/fire/fire_process.gdshader # particle shader for the simulation
addons/vfx/fire/fire_controller.gd # parameter dials + lifetime
addons/vfx/fire/fire.tscn # reusable scene (instantiate per torch)
fire.gdshader #includes the FBM noise file. A missing include is a hard compile
error, so copy _building-blocks/noise-3d-fbm.gdshaderinc from this skill into
res://addons/vfx/_building-blocks/ before writing the shader.
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.
- yesterday First seen · 475 lines · 68 tokens per session scan A b4222b2aa59e
fire is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed today), licensed MIT. It adds 68 tokens to every session and 6,702 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 2026-09-03.
Other skills, from other repositories
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
vibegame-start
Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-feel
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…