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 TabooHarmony/roblox-brain --skill roblox-lightinggit clone --depth 1 https://github.com/TabooHarmony/roblox-brainWrote 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/tabooharmony/roblox-brain/roblox-lighting)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-lighting"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-lighting/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/tabooharmony/roblox-brain/roblox-lighting"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00025 | $0.00859 |
| Opus 5.5 | $0.00010 | $0.00344 |
| Sonnet 5.5 | $0.00005 | $0.00172 |
| Haiku 4.5 | $0.00003 | $0.00086 |
Grade A, and why
roblox-lighting 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 11d 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 — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox Lighting & Atmosphere
When to Load
Load for Roblox lighting, atmosphere, day/night, or post-processing (Bloom, ColorCorrection, DepthOfField).
Quick Reference
Lighting Service
Lighting.ClockTime = 14 -- 0-24 numeric
Lighting.Brightness = 2 -- 0-10, default 2
Lighting.Ambient = Color3.fromRGB(70, 70, 70) -- shadow fill
Lighting.OutdoorAmbient = Color3.fromRGB(128, 128, 128)
Lighting.GlobalShadows = true
Lighting.ShadowSoftness = 0.2 -- 0=sharp, 1=soft
-- Configure tech/style/quality in Studio; these properties are not script-writable.
-- Verify enum values and device behavior against current Creator Hub docs before setting them.
Atmosphere
local atmo = Instance.new("Atmosphere")
atmo.Density = 0.3 -- 0=clear, 1=opaque (keep <0.5)
atmo.Offset = 0.25 -- 0=ground, 1=sky
atmo.Color = Color3.fromRGB(199, 199, 199) -- near fog
atmo.Decay = Color3.fromRGB(92, 92, 92) -- far/horizon
atmo.Glare = 0 -- 0-10
atmo.Haze = 0 -- 0-10
atmo.Parent = Lighting
Post-Processing (all parented to Lighting)
| Effect | Key Properties |
|---|---|
BloomEffect |
Intensity (0-1), Size (px), Threshold (>0.7 recommended) |
ColorCorrectionEffect |
Brightness, Contrast, Saturation (-1 to 1), TintColor |
DepthOfFieldEffect |
FarIntensity, FocusDistance, InFocusRadius, NearIntensity |
SunRaysEffect |
Intensity (0-1), Spread (0-1) |
Day/Night Cycle
local CYCLE_SPEED = 1 -- minutes per full day
task.spawn(function()
while true do
Lighting.ClockTime += (task.wait() / 60) * (24 / CYCLE_SPEED)
if Lighting.ClockTime >= 24 then Lighting.ClockTime -= 24 end
end
end)
Local Lights
| Light | Use | Key Props |
|---|---|---|
PointLight |
Lamps, torches | Range, Brightness, Color |
SpotLight |
Flashlights | Range, Angle, Face |
SurfaceLight |
Screens, panels | Range, Angle, Face |
Perf: Limit shadow-casting lights to 4-6 visible. Use Shadows=false on most. Neon material = cheap glow.
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.
- 11d ago Changed · +1 lines · +5 tokens per session c8a90acad840
- 1mo ago First seen · 79 lines · 20 tokens per session scan A 74db0e7070a0
roblox-lighting is a skill published in the GitHub repository TabooHarmony/roblox-brain (131 stars, last pushed 12d ago), licensed MIT. It adds 25 tokens to every session and 859 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.
Other skills, from other repositories
3d-essentials
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+.
ability-system
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding.
addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels.
ai-navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns.
animation-system
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation.
assets-pipeline
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration.