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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.

Game Any game; route to be verifiedAgent Any supported agent

Inspect a game before changing it

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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.

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Game Any game; route to be verifiedAgent Any supported agent

Choose the smallest useful first mod

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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.

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Game MinecraftAgent Any supported agent

Separate Minecraft editions and loaders

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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.

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Game Terraria / tModLoaderAgent Any supported agent

Check a Terraria project

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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.

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Game Age of Empires II: Definitive EditionAgent Any supported agent

Check an Age of Empires II data mod

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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.

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Game GTA V story modeAgent Any supported agent

Audit a story-mode crossover route

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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.

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New items and weapons

Implement one observable behavior with placeholder art before increasing scope.

Game Any game with a verified modding routeAgent Any supported agent

Build one item or weapon

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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.

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Game Terraria / tModLoaderAgent Any supported agent

Make a Terraria homing projectile

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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.

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Game Minecraft Java with a verified loaderAgent Any supported agent

Add a Minecraft utility item

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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.

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Game Any game with a verified item APIAgent Any supported agent

Create a small consumable

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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.

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Game Any game with a verified weapon APIAgent Any supported agent

Add a clearly bounded cooldown

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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.

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Game Any game with an existing weapon modAgent Any supported agent

Balance an existing weapon

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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.

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New units and civilizations

Use a narrow prototype to expose data, animation and interface constraints early.

Game Age of Empires II: Definitive EditionAgent Any supported agent

Plan a unit or civilization

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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.

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Game Age of Empires II: Definitive EditionAgent Any supported agent

Clone a unit for a first experiment

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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.

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Game Age of Empires II: Definitive EditionAgent Any supported agent

Design a single civilization bonus

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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.

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Game Age of Empires II: Definitive EditionAgent Any supported agent

Fit a unit to the target camera

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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.

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Game Any game with a verified unit APIAgent Any supported agent

Create one behavior for a new unit

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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.

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Game Age of Empires II: Definitive EditionAgent Any supported agent

Audit a civilization package

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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.

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Mashups (game in a game)

Use these design prompts for local prototypes, and confirm the target game's modding route before building anything.

Game Any two games; target route to be verifiedAgent Any supported agent

Reduce a crossover to one mechanic

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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.

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Game Minecraft Java + GTA V story modeAgent Any supported agent

Plan a Minecraft-in-GTA experiment

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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.

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Game Target game with a verified modding APIAgent Any supported agent

Translate a block-building mechanic

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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.

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Game Terraria / tModLoaderAgent Any supported agent

Translate a strategy unit into Terraria

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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.

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Game Two owned games with verified local interfacesAgent Any supported agent

Plan a local bridge between two games

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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.

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Game An existing local crossover prototypeAgent Any supported agent

Test crossover failure and cleanup

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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.

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Asset generation

Own artwork and placeholders work too. If using a paid service, choose the model and budget before sending a request.

Game Any game with a known asset formatAgent Any supported agent

Prepare game-ready assets

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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.

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Game Terraria, Minecraft or another verified item systemAgent Any supported agent

Make a readable item icon

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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.

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Game A game with directional sprite animationAgent Any supported agent

Plan a directional sprite sheet

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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.

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Game Any game using transparent spritesAgent Any supported agent

Fix transparency and edge artifacts

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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.

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Game A game with a verified custom-model pipelineAgent Any supported agent

Create a modest 3D prop

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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.

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Game A game with a verified audio-mod pipelineAgent Any supported agent

Prepare a short sound effect

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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.

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Debugging

Paste only the relevant log excerpt and remove API keys, account names and private paths first.

Game Any game or installation workflowAgent Any supported agent

Diagnose a failed step

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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.

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Game Any game; CLI setupAgent Any supported agent

Find a missing um executable

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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.

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Game Any game; agent setupAgent Any supported agent

Check an undiscovered agent plugin

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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.

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Game Any game; fal asset workflowAgent Any supported agent

Separate an asset key failure from a model failure

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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.

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Game Minecraft Java or another verified loaderAgent Any supported agent

Diagnose a mod that does not load

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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.

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Game Any game with an existing mod projectAgent Any supported agent

Review the plan against the result

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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.

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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.