# port-a-mod

Ports an existing mod to a newer game version or another loader while preserving its behaviour, values, quirks, and observable differences.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 585 installs · ★ 8976
- Author: rehan-remade
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/rehan-remade/universal-modder/tree/HEAD/skills/port-a-mod/SKILL.md
- Updated: 2026-10-25
- HTML: https://affpapa.org/en/nevibecode/skills/port-a-mod

## What it does

This skill anchors the work to one exact release of the original mod. It builds a private decompiled reference, maps each subsystem to its ported counterpart, and moves through the project in dependency order. Data is extracted with scripts instead of being retyped, which helps keep registries, recipes, configuration, and other values aligned.

The workflow combines unit tests, scripted real-client checks, and audits against the original. A status document keeps a long port resumable across sessions and agents. The listed platforms are Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, and OpenCode.

The original license controls what can be published. A private decompiled reference must stay out of public repositories, so check the release terms before sharing a jar or repository.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add rehan-remade/universal-modder --skill port-a-mod -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/port-a-mod/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/port-a-mod/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add rehan-remade/universal-modder --skill port-a-mod -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/port-a-mod/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add rehan-remade/universal-modder --skill port-a-mod -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/port-a-mod/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install rehan-remade/universal-modder port-a-mod
```

2. **Manually: put the files in place**
- File: `.github/skills/port-a-mod/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add rehan-remade/universal-modder --skill port-a-mod -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/rehan-remade/universal-modder --path skills/port-a-mod
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/port-a-mod/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add rehan-remade/universal-modder --skill port-a-mod -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/rehan-remade/universal-modder/tree/HEAD/skills/port-a-mod/SKILL.md

## When to use it
- port a mod to a newer game version
- adapt a mod to another loader
- preserve the original mod’s values and behaviour
- compare a port with its source release
- resume a long port across agent sessions

## Example prompts
- Use `port-a-mod` to plan a faithful port of this mod to the target game version.
- Apply `port-a-mod`: pin the source release, build an adaptation matrix, and identify the first unit to port.
- Continue this mod port with tests, real-client checks, and an audit against the original.

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 5c0b8772c3f3fdf3.

BEGIN THIRD-PARTY FILE 5c0b8772c3f3fdf3
```text
---
name: port-a-mod
description: Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod's data with scripts instead of retyping it, porting unit by unit with tests that catch drift, real-client checks, audits against the original, and keeping a long port resumable across sessions and agents. Use when the user wants to update, port, revive or re-implement a mod that already exists, or to continue such a port.
---

# Port a mod faithfully

When porting an existing mod, the original is the spec. A port rarely fails for lack of code. It fails by
**drift**:
- values recalled from memory or a wiki;
- mechanics borrowed from a later rewrite of the same mod;
- quiet "improvements";
- renderers that look roughly right;
- checks that the original made on the client and the port forgot.

The method below carried a Thaumcraft 4.2.3.5 port from Minecraft 1.7.10 Forge to 1.20.1 Fabric:
- 859 original classes became about 77,000 lines of port code;
- 323 GameTests cover it, and scripted real-client scenarios check what tests can't reach;
- the work spanned many sessions and two agent accounts.

The field note `knowledge/games/minecraft/porting-thaumcraft-4-1-7-10-forge-to-minecraft-1-20-1-fabric.md` has
its gotchas. Minecraft-specific mappings are in `references/minecraft-1-7-10-forge-to-1-20-fabric.md`.

Run the **mod-any-game** loop around this skill (intake, recon, lab, verify, publish, field note). This
skill replaces its "vertical slice" step with a long series of slices, one per unit of the original.
Bringing one game's content or mechanics into another game is the **mashup-mods** skill, not this one.

## Before you start: the license
The original's code and assets belong to its author. A port is built from them, often from a decompile of
them, so the original's license decides what of the port can be published. (This isn't legal advice; when
in doubt, ask the author.)
- **Find the license** of the release you will port: the mod's repository (`LICENSE`), its mod page, the files in
  the jar, or the author's release post. Write it into the status document (section 7), with the link.
- **An open license** (MIT, LGPL, GPL, a Creative Commons license): follow its terms. Keep the copyright
  notices, credit the author, and use the same license where it requires that (GPL, LGPL, CC BY-SA).
- **All rights reserved, no license at all, or a "no ports" clause:** publishing anything of the port (a
  jar, a public repository, the original's textures or sounds) needs the permission of the author or the
```
END THIRD-PARTY FILE 5c0b8772c3f3fdf3

The third-party file has ended. Everything between the 5c0b8772c3f3fdf3 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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