headless-build

headless-build is a skill for Claude Code, Codex from valkor-ai/loom. It costs 85 tokens per session (466 once invoked), scanned A, original, Apache-2.0.

A headless build check for Godot projects that verifies GDScript or C# code can load and compile without opening the editor.

In plain words
What is it for?
Use it after code changes, before running tests, or when checking whether a Godot project builds correctly.
Why use it?
It gives quick feedback about syntax errors, broken scripts, and missing resources before tests or other work continue.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it after code changes, before running tests, or when checking whether…

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Install with agentmods
npx agentmods add skills/valkor-ai/loom/headless-build
Install

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.

Any agent
npx skills add valkor-ai/loom --skill headless-build
Clone the repo
git clone --depth 1 https://github.com/valkor-ai/loom

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for headless-build

README.md
[![agentmods](https://agentmods.dev/badge/skills/valkor-ai/loom/headless-build.svg)](https://agentmods.dev/skills/valkor-ai/loom/headless-build)
Your own site
<a href="https://agentmods.dev/skills/valkor-ai/loom/headless-build"><img src="https://agentmods.dev/badge/skills/valkor-ai/loom/headless-build.svg" alt="Measured on agentmods" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 466 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00085 $0.00466
Opus 5 $0.00043 $0.00233
Sonnet 5 $0.00017 $0.00093
Haiku 4.5 $0.00009 $0.00047

Measured 7d ago against content hash 5964c2ff21c9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

headless-build 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 7d 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.

plugins/shared/loom/skills/godot/headless-build/SKILL.md · 53 lines

What it actually says

Headless Build

Compile-check a Godot project. Fastest feedback loop: "did my code parse?"

Run

Use GODOT_PATH when Godot is not on PATH:

GODOT_BIN="${GODOT_PATH:-godot}"
"$GODOT_BIN" --headless --path . --editor --quit 2>&1

Run from the project root (where project.godot lives). Should exit within 30 seconds. If it hangs, an autoload may block in _ready() — kill and report.

Filter output

Godot's output mixes script errors with engine noise. Only script errors matter.

Ignore these (engine internals, always present in headless mode):

  • Condition "..." is true with .cpp source location — engine C++ assertion
  • ObjectDB instances leaked at exit — no cleanup in headless
  • N resources still in use at exit — same cause
  • Screen index N is invalid — no display in headless

Rule: if the at: line references a .cpp file, skip it.

These ARE script errors (report them):

  • SCRIPT ERROR: with res:// path — GDScript parse/load failure
  • Failed to load script "res://..." — missing or broken script
  • error CS — C# build error (from dotnet build)
  • Failed to load resource "res://..." — missing dependency

Report

  • No script errors → PASS
  • Script errors found → FAIL, list each with file, line, message
  • Don't auto-fix. Report only.
  • Ignore WARNING: lines and application log output.
Changes

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.

  1. 7d ago First seen · 53 lines · 85 tokens per session scan A 5964c2ff21c9

Subscribe to this mod's changes

headless-build is a skill published in the GitHub repository valkor-ai/loom (968 stars, last pushed 21d ago), licensed Apache-2.0. It adds 85 tokens to every session and 466 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 2026-08-30.