Universal Modder Prompts
These 36 original starter prompts cover planning, implementation and troubleshooting. Replace every bracketed detail with your actual game, edition, version and paths before sending a prompt; the more precise the environment, the better the agent's first plan.
Every card works as a starting point in any of the six supported agents with the relevant Universal Modder skills installed. Ask the agent to inspect local versions first. For a complete first session, follow the tutorial; for command syntax, use the CLI reference.
Jump to Recon, Items and weapons, Units and civilizations, Mashups, Assets or Debugging.
Recon prompts
Start here when the game, edition or modding route is uncertain.
Inspect a game before changing it
Use the mod-any-game and game-recon skills for [game and edition]
at [install path]. Read prior field notes and inspect the actual version,
engine, mod loader and save locations. Separate evidence from assumptions.
Write MODDING_PLAN.md for [one small change], including backup and rollback
steps, before editing game files. Stop if no supported route is found.You can select the code to copy it manually.
Choose the smallest useful first mod
For [game, edition and version], compare three small mod ideas that fit
[my desired change]. Check the available modding routes first. Rank the
ideas by dependencies, files touched and difficulty of verifying the result.
Recommend one with a clear in-game success check. Return a plan only;
do not install dependencies or modify the game yet.You can select the code to copy it manually.
Separate Minecraft editions and loaders
Inspect my Minecraft project at [path]. Establish Java or Bedrock,
the exact game version, and the loader and build-tool versions if present.
For [requested feature], identify which existing project files matter.
Do not mix mappings or APIs from other loader versions. Propose a minimal
build and a separate test world, and list what still needs verification.You can select the code to copy it manually.
Check a Terraria project
Inspect [Terraria project path] and my installed tModLoader version.
Find the source, assets, localization and build configuration for a new
[item]. Identify the matching loader APIs from available documentation.
Plan a placeholder-only implementation and a test in a disposable world.
Do not assume the Universal Modder example matches my installed version.You can select the code to copy it manually.
Check an Age of Empires II data mod
Investigate [AoE2 DE version and data-mod path] for [unit or civilization
idea]. Check the data format, mod folder, supported slots, UI constraints
and required graphics. Identify a small scenario that can test the idea.
Explain whether a data-only change is sufficient and what needs tooling.
Write the plan before copying or replacing any game data.You can select the code to copy it manually.
Audit a story-mode crossover route
For my owned GTA V [edition and build] at [path], investigate a local
story-mode prototype for [crossover idea]. Check the exact compatibility
of its script, rendering and companion-game dependencies. Inventory
existing mods and settings before proposing changes. Define a reversible
one-feature experiment and keep the online game outside this workflow.You can select the code to copy it manually.
New items and weapons
Implement one observable behavior with placeholder art before increasing scope.
Build one item or weapon
Using the approved plan for [game and loader version], implement one
[item or weapon] with placeholder art. Reuse the project's existing
patterns and record changed files in MODLOG.md. Build it and preserve
the actual output. Explain how to obtain it in a test session and check
[specific behavior] before adding any other feature.You can select the code to copy it manually.
Make a Terraria homing projectile
In [tModLoader project], add one weapon that fires a single slow homing
projectile. Use APIs that match [installed version]. Define targeting
range, turn rate and target-loss behavior explicitly; start with simple
placeholder art. Build the mod and provide checks for no target, one target
and multiple targets in a disposable test world. Report untested behavior.You can select the code to copy it manually.
Add a Minecraft utility item
In [project] for [Minecraft version and loader], add one utility item
that performs [small action] on use. Follow this project's registration
and resource conventions. Handle invalid targets without changing them.
Build first, then give a test-world command or recipe appropriate to this
version. Verify both successful use and the invalid-target case.You can select the code to copy it manually.
Create a small consumable
For [game and loader], implement a consumable that applies [effect]
for [duration]. Inspect the installed API for stacking and expiry rules.
Use one placeholder icon and one acquisition method. Record the changed
files, build output and a test for effect start, repeated use and expiry.
Keep balance values together so I can revise them after testing.You can select the code to copy it manually.
Add a clearly bounded cooldown
Review the existing [weapon] in [project]. Add a [duration] cooldown
using the engine's documented timing mechanism. Define what happens
when switching items, pausing and reloading a test session. Avoid changing
other weapon behavior. Build and list the observations needed to confirm
that rapid repeated input cannot trigger the action during cooldown.You can select the code to copy it manually.
Balance an existing weapon
Inspect [weapon source] in [game and version]. Extract damage, attack
rate, resource cost and range without editing them. Propose two small
balance variants against [reference item] and explain the tradeoffs.
After I choose, change only the selected values and log the difference.
Provide a repeatable test scenario; do not claim measured balance yet.You can select the code to copy it manually.
New units and civilizations
Use a narrow prototype to expose data, animation and interface constraints early.
Plan a unit or civilization
For [AoE2 DE version], plan a civilization prototype around [theme].
Inspect an existing data-mod project to identify supported slots,
technology references, strings and icon constraints. Start with one unit
and one small bonus. Explain the packaging and a test scenario before
expanding the design. Keep copied base-game assets out of release files.You can select the code to copy it manually.
Clone a unit for a first experiment
In [data-mod workspace], inspect how [existing unit] is referenced.
Plan a new unit with placeholder graphics and one changed statistic.
Check creation location, cost, dependencies and display strings against
[game version]. Back up the workspace before editing. Verify the unit
can be created in a small local scenario before changing its graphics.You can select the code to copy it manually.
Design a single civilization bonus
For the prototype civilization in [workspace], implement only [bonus].
Trace the affected technology and unit references using the current data
format. Show the intended before/after values and avoid unrelated edits.
Prepare a minimal scenario comparing the modified civilization with a
control civilization. Record actual results separately from expectations.You can select the code to copy it manually.
Fit a unit to the target camera
Inspect the required facing directions, frame dimensions, anchor points
and animation states for [unit]. Compare a placeholder against an existing
in-game reference at the same camera angle. List missing frames and
conversion steps before generating artwork. First validate one idle
animation in the local mod, then plan the remaining states.You can select the code to copy it manually.
Create one behavior for a new unit
In [game and mod project], add a prototype [unit] with one behavior:
[follow, patrol or defend]. Inspect the existing navigation and targeting
APIs. Use placeholder visuals and explicit limits on range and update rate.
Build it and define checks for an unreachable target, target removal and
normal behavior. Report any engine capability you could not verify.You can select the code to copy it manually.
Audit a civilization package
Review [civilization mod directory] without uploading it. Check the
expected folder structure, data references, strings and graphics against
[game version]. Identify missing dependencies and files copied from the
base game that should not be distributed. Produce a release checklist,
including the exact local scenario needed to verify installation.You can select the code to copy it manually.
Mashups (game in a game)
Use these design prompts for local prototypes, and confirm the target game's modding route before building anything.
Reduce a crossover to one mechanic
Turn [source-game idea] inside [target game and version] into a one-
mechanic prototype. Investigate the target game's modding route first.
Separate the behavior we can implement from visuals or assets we must
create ourselves. Propose a minimal architecture, rollback steps and
one observable success check. Do not start with a full-game recreation.You can select the code to copy it manually.
Plan a Minecraft-in-GTA experiment
Read the current Universal Modder Minecraft-in-GTA example and field note.
Compare its exact editions, builds and dependencies with [my environment].
Plan a disposable, local story-mode test of one feature. Inventory existing
ReShade settings and save profiles; do not overwrite them. List known
limitations and manual rollback steps before suggesting installation.You can select the code to copy it manually.
Translate a block-building mechanic
Investigate whether [target game and version] can support a small local
block-placement prototype. Start with one original block mesh, a fixed
placement grid and a small size limit. Define collision, removal and save
behavior separately. Propose a route and a test area before writing code;
mark any unsupported engine capability as a blocker.You can select the code to copy it manually.
Translate a strategy unit into Terraria
In [tModLoader project and version], prototype a companion inspired by
[original strategy-unit concept]. Implement only follow behavior and one
attack using placeholder art. Check the current companion APIs, target
selection and despawn rules. Build and propose a disposable-world test.
Use original assets rather than extracting art from another game.You can select the code to copy it manually.
Plan a local bridge between two games
For [game A] and [game B], investigate a local-only bridge that transmits
one state value: [value]. Identify documented interfaces on both sides,
message format, validation and disconnect behavior. Propose a loopback-
only prototype with a stop control and no automatic save changes.
Keep unsupported hooks explicit and return an architecture plan first.You can select the code to copy it manually.
Test crossover failure and cleanup
Audit [crossover project] for startup, shutdown and partial-failure
behavior. Identify child processes, network listeners, overlays and files
it changes. Design tests for the companion game closing, a port conflict
and an interrupted startup. Add cleanup only after reviewing ownership
of each resource. Never delete settings or saves created by another mod.You can select the code to copy it manually.
Asset generation
Own artwork and placeholders work too. If using a paid service, choose the model and budget before sending a request.
Prepare game-ready assets
Inspect the required dimensions, transparency, palette and orientation
for [asset] in [game and version]. Propose an original design prompt,
model choice and expected cost before any paid generation. Convert an
approved result to the exact target format and preview it at its displayed
size. Keep the placeholder and original source asset for comparison.You can select the code to copy it manually.
Make a readable item icon
Inspect a working item icon in [mod project] to establish pixel size,
alpha handling and naming rules. Design an original icon for [item]
with a distinct silhouette at its in-game size. Show a preview on light
and dark backgrounds before integration. Use the project's existing
resource structure and confirm that the build can locate the new file.You can select the code to copy it manually.
Plan a directional sprite sheet
For [unit and target game], list the exact directions, animation states,
frame counts and anchor points required by the current importer.
Prepare an original character brief with consistent scale and lighting.
Validate one direction and one state before producing the full sheet.
Check frame alignment and transparency after conversion, then preview.You can select the code to copy it manually.
Fix transparency and edge artifacts
Inspect [sprite file] and its target importer settings. Identify whether
the visible fringe comes from a matte background, alpha convention,
filtering or an incorrect palette. Work on a copy. Propose the smallest
conversion that fits this engine, then compare the result on contrasting
backgrounds at native size before replacing the asset.You can select the code to copy it manually.
Create a modest 3D prop
For [game and importer], inspect the supported mesh format, scale,
axes, material channels and polygon budget. Plan one original [prop]
with a placeholder collision shape. If generation is needed, ask for model
and cost approval first. Validate the exported file and render a preview
before attempting import. Record unsupported material features.You can select the code to copy it manually.
Prepare a short sound effect
Inspect the expected codec, sample rate, channels, duration and loudness
for [sound event] in [game project]. Create or convert an original short
[sound description] using an approved source. Work on a copy, avoid
clipping and check loop boundaries if relevant. Integrate only after a
local preview; record the in-game playback check separately.You can select the code to copy it manually.
Debugging
Paste only the relevant log excerpt and remove API keys, account names and private paths first.
Diagnose a failed step
The failed step was [action or command]. The exact error was [redacted
excerpt]. My environment is [OS, game version, loader, agent and CLI
versions]. Identify the failed stage and propose the smallest check that
distinguishes likely causes. Preserve the project and backups. Record
what the check proves before recommending a reinstall or larger change.You can select the code to copy it manually.
Find a missing um executable
My terminal reports [exact command-not-found message] when I run um.
I installed it with [method] on [OS and shell]. Inspect executable discovery
and the installer output without changing the environment first.
Distinguish a missing installation from a PATH mismatch. Suggest the
smallest fix and verify with um --help in the same terminal session.You can select the code to copy it manually.
Check an undiscovered agent plugin
I installed Universal Modder in [agent and version] using [command],
but [expected skill or plugin] is not listed. The exact output is [redacted
excerpt]. Check the install scope, current project, marketplace or extension
state, and any trust prompt. Compare with the agent's current official
instructions. Preserve other plugins and confirm discovery after the fix.You can select the code to copy it manually.
Separate an asset key failure from a model failure
My asset request fails with [redacted error]. I used [um command or MCP
integration]. Determine where this process expects its key without
printing the key or sending a paid test request. Distinguish missing
credentials, authorization and invalid model input. Propose the smallest
check, then ask before submitting any billable generation request.You can select the code to copy it manually.
Diagnose a mod that does not load
My mod builds but does not appear in [game version and loader]. Compare
the artifact metadata with the actual running instance and its mod folder.
Read the first relevant loader error from [redacted log]. Check required
dependencies and version constraints before changing code. Use a separate
test instance and identify the log entry that will confirm successful load.You can select the code to copy it manually.
Review the plan against the result
Compare MODDING_PLAN.md, MODLOG.md and the current diff in [workspace].
List the intended change, commands actually run, build results and in-game
checks actually observed. Mark untested claims clearly. Identify unrelated
edits and verify that rollback instructions match the recorded backups.
Draft a concise field note without calling the mod working until tested.You can select the code to copy it manually.
Record a plan and a result
Keep a local plan with the target game, desired change, source versions, dependencies, affected files, backup location and in-game success check. Keep a separate log of commands actually run and observations actually made. This makes recovery and later field-note writing easier.
The Terraria, Age of Empires II and Minecraft in GTA V case studies show how those projects approached scope and constraints. See troubleshooting for exact errors and optional fal setup if you choose that asset service.