THE SETUP GUIDE

Your first mod starts here.

Pick your coding agent, connect the tools you need, and start with one small change. Seven ways in. No account needed on this site.

Based on the original installation guide
01 / CHOOSE

One coding agent

You only need one installation path. Use the agent you already know.

02 / PREPARE

A local workspace

An owned PC game, a backup of your saves, and the tools required for your chosen route.

03 / MAKE

One working change

Test with placeholder art. Add generated assets after the mod works.

STEP 01

Choose your installation path

Install one, not all seven
PATH 01

Claude Code

Install through the plugin marketplace.

Inside a Claude Code session

/plugin marketplace add rehan-remade/universal-modder
/plugin install universal-modder@universal-modder
READY FOR YOUR CODING AGENT

Run each command in sequence. Claude Code access is separate from this free guide and may require a paid plan or API billing.

PATH 02

Codex

Use the plugin commands documented by the project.

In your terminal with a compatible Codex CLI

codex plugin marketplace add rehan-remade/universal-modder
codex plugin add universal-modder@universal-modder
READY FOR YOUR CODING AGENT

If your installed CLI does not support plugins, use the clone route below. Agent access and usage limits are managed by your provider.

PATH 03

Gemini CLI

Add the repository as an extension.

In your terminal with Gemini CLI installed

gemini extensions install https://github.com/rehan-remade/universal-modder
READY FOR YOUR CODING AGENT

Review the extension permissions when prompted, then start a new session if the new skills are not visible.

PATH 04

VS Code + Copilot

Install from source using VS Code’s chat plugin support.

In VS Code settings and the Command Palette

  1. Enable chat.plugins.enabled in VS Code settings.
  2. Run “Chat: Install Plugin From Source” from the Command Palette.
  3. Enter https://github.com/rehan-remade/universal-modder.

This path needs a VS Code version with chat plugin support. Use the clone route if the setting or command is unavailable.

PATH 05

Cursor

Use the marketplace, or open a local clone.

In Cursor

  1. Find universal-modder in Cursor Marketplace and review its source.
  2. Alternatively, clone the repository using the command below and open that folder in Cursor.
  3. Cursor reads AGENTS.md and the repository’s .cursor/mcp.json configuration.

The clone route provides a concrete fallback if the marketplace listing is unavailable.

PATH 06

Skills only

Bring the skill instructions into a compatible agent.

In your terminal with Node.js / npx available

npx skills add https://github.com/rehan-remade/universal-modder
READY FOR YOUR CODING AGENT

Skills are instructions. Check your agent’s MCP configuration and install the um CLI separately if needed; a skills-only install is not a complete local tool setup.

PATH 07

Git clone

The fallback for agents that can read AGENTS.md.

In your terminal with Git installed

git clone https://github.com/rehan-remade/universal-modder
cd universal-modder
READY FOR YOUR CODING AGENT

Start your coding agent in this folder. Review AGENTS.md and approve only the local tool permissions you need.

STEP 02

Prepare the local tools

Core toolkit

The upstream setup lists Python 3.10+ and ffmpeg. uv is recommended. Your game’s loader may also need a language SDK or other game-specific tools.

You do not need these tools to browse this website or check a game.

Only when your idea needs them

A fal API key is for generating assets. Blender is for rendering 3D models into sprites. Neither is needed just to plan a mod or use your own placeholder art.

Claude access and fal asset generation may be billed separately by their providers.

If the um command is missing

The project documents this standalone CLI installation. Use it if your agent’s setup did not make the tool available.

uv tool install git+https://github.com/rehan-remade/universal-modder
READY FOR YOUR CODING AGENT

Check that your terminal can find it:

um --help
READY FOR YOUR CODING AGENT

Optional: connect fal for generated assets

Create an API key in your fal dashboard, then set FAL_KEY in the environment that launches your agent. These examples set it for the current terminal session. Replace the placeholder locally.

macOS / Linux / WSL shell

export FAL_KEY="YOUR_FAL_API_KEY"
READY FOR YOUR CODING AGENT

Windows PowerShell

$env:FAL_KEY = "YOUR_FAL_API_KEY"
READY FOR YOUR CODING AGENT

Keep the key out of prompts, shared files, and source control. This website never asks for it.

STEP 03

Start with a plan, then one small mod

Replace the game and idea below. Let the agent inspect the version, existing loaders, and field notes before it proposes changes.

Use universal-modder to help me mod my owned copy of Terraria in single-player. I want to add one simple item. Search the knowledge base, check my game and tModLoader versions, and explain the plan first. Back up my saves and use a separate test world. Ask before installing a loader or modifying game files. Start with placeholder art and verify the result in game.
READY FOR YOUR CODING AGENT

This site checks documented routes; it does not run mods. Use owned games and offline test profiles. Do not bypass anti-cheat, DRM, or ownership checks.

Find your game

Unofficial guide · universal-modder by rehan-remade, MIT · Reviewed October 4, 2026. Installation commands can change; check the upstream README if a command differs.