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Every game is moddable now! I packaged everything Claude learned modding Terraria and Age of Empires into universal-modder: skills + tools that let Claude Code mod almost any game you own. Engine recon, decompiling, fal sprites/3D/audio, testing in the real game, even the showcase video.
3,830,098 просмотров • 14 дней назад •via X (Twitter)
Комментарии: 36

@fal You should not start your advertisement for your github repo with footage from other peoples mods/games...

@fal i have credit and referenced all footage :)

@fal Okay, but that's not what I said. I said you shouldn't start your video in a very misleading way.

@rehan_shei @fal He hasn’t. Shut the fuck up and mind your own business. He can do whatever he wants.

@rehan_shei @fal Yes he has. He starts with a mod he didn't make to promote his repo for making mods with LLMs. That is incredibly dishonest.

@fal So you’re using other people’s work to advertise a skill that had absolutely nothing to do with creating it? None of these projects were made with your tool. This is basically just using other people’s clips as an ad for Fal. L

Clips from: @TobynJacobs @chasmmmmmmmmmmm @germanburgardt @luckeyfaraday @kurtinc @davis7

@fal what happens when the game gets a patch and the mod breaks? does claude redo the recon on its own?

@fal you can setup a routine to check for this then run CC again to updated the mod

@fal ah ok so it just reruns after each patch thanks that makes sense

@fal Do you have any example videos that used your repo?

@fal every childhood rite of passage is being converted into a downloadable skill file

@fal "every game is moddable now" *shows a fucking meme edit of minecraft in elden ring* are we fucking deadass?

@fal Hi You said almost every game, are the apex engine games also part of this ? Hames such as just cause, the hunter call of the wild and so on ? Thank you

@fal Give it a try and let me know if you learn anything cool whack in a PR for the repo!

@fal Well done, thanks. Any updates on the terraria thing you did?

@fal If you build on this, start with one game and one repeatable mod task. A universal harness is only useful if engine discovery and in-game testing work reliably across titles.

@fal recon is a cache, so a patch should invalidate it: stamp the recon with the game build, and when a test fails after an update, re-derive just that subsystem instead of debugging the mod against a stale map. the target isn't autonomy, it's knowing when the map went stale.

@fal you'd have to have notify claude when the game is patched/updated or get a claude routine to do that for you

@fal the decompiling step is doing most of the heavy lifting here

@fal 连游戏都能自己拆 攻略视频都快成古董了

@fal Panie @arhneu proszę o wytłumaczenie co się dzieje, bo ja już nawet nie.

@fal Is there any way to unlock frame rates of games stuck at 30 or 60fps? Also can DLAA be addded in older games???

@fal this is getting out of control kek

@fal @willie_ole here’s some more info. Very impressive stuff

@fal Can you add all of Diablo 1 as a new act 1 quest in Diablo 2?

@fal This seems like a big news, I added this to: !

@fal there is no way this works that easy, all i understand about software and videogames makes 0 sense now

@fal PLEASE PORT GOD OF WAR TO ELDEN RING, OR SEKIRO TO ELDEN RING

@fal make it decomp Kid Icarus Uprising

@fal Coolest thing to happen with ai

@coin_artist @fal claude just ate the modding scene

@fal testing in the real game is the part that makes this work. most agent setups stop at it compiles. how does it check the mod actually works, screenshots of the game?

@fal how does it hold up on IL2CPP unity builds where there's no clean C# to decompile?

@fal Ok just want to ask can i mod like let say Warriors orochi 3 ultimate its a hack and slash game

@fal I've been porting skyrim shouts to fallout, this will 100% help speed things up
