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CitiesSkylinesModding

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๐Ÿค– Drive your Coherent Gameface game's UI with a Claude/Codex plugin with an MCP server and skills

8 indexed ยท 0 Featured ยท 5 stars ยท avg score 74
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Indexed Skills (8)

Code & Development Listed

general-guidelines

Behavioral guidelines to reduce common LLM coding mistakes. Always use this when writing, reviewing, or refactoring code to avoid overcomplication, make surgical changes, surface assumptions, and define verifiable success criteria.

5 Updated today
CitiesSkylinesModding
Web & Frontend Listed

cs2-modding-ui

The Cities: Skylines II mod UI discipline: the C#-to-JavaScript binding layer and the game's React frontend. Use when a mod needs a panel, button or overlay in the game's UI, when exposing C# state to the frontend or invoking C# from it, when injecting into the game's own component tree, when a UI mod's bundle does not load or its styles do not apply, or when checking what the game's frontend already provides.

5 Updated today
CitiesSkylinesModding
AI & Automation Listed

unity-driving

Driving a live Unity Mono development build with the unity MCP tools. Load before first use of any unity tool, when planning multi-step live state edits, or when a unity tool call fails or returns puzzling results.

5 Updated today
CitiesSkylinesModding
AI & Automation Listed

cs2-mod-project

The official Cities: Skylines II modding toolchain. Use when the user wants to start a CS2 mod project, when the toolchain needs setting up on Linux, when a mod build or its post-processing fails, when a mod they just built does not appear in the game, or when they are publishing or updating one.

5 Updated today
CitiesSkylinesModding
AI & Automation Listed

cs2-modding-setup

Provisions and maintains the local ground truth for Cities: Skylines II mod development. Use when the user asks to be set up for CS2 modding, when the decompile or the readable copy of the game UI bundle needs creating or updating, when they ask which mods are worth reading for a problem, when the in-game debug menu or the UI debugging port turns out to be unavailable, or when another skill finds no local source recorded.

5 Updated today
CitiesSkylinesModding
Web & Frontend Listed

gameface-driving

Operating manual for driving a live Gameface UI with the game_* MCP tools: procedures and traps. Load before first use of the input tools (game_click, game_fill, game_type, game_key, game_hover) or of any game_debug_* tool. Also use when verifying UI changes against a running game, when waiting for a mod rebuild to go live in-game, or when a game_* call fails or returns puzzling results. Engine support questions (does this CSS/JS/layout feature exist) belong to the gameface skill.

5 Updated today
CitiesSkylinesModding
Web & Frontend Listed

cs2-modding

How Cities: Skylines II is built and how a mod changes it. Use when writing or debugging CS2 mod code, when deciding how to change something the game simulates, when locating the systems, components or prefab data behind a game mechanic, or when a mod runs at the wrong moment, breaks another mod, or does not survive a save.

5 Updated today
CitiesSkylinesModding
Web & Frontend Listed

gameface

Coherent Gameface (Cohtml) domain knowledge for the game-UI middleware that renders HTML/CSS/JS inside games (Cities: Skylines II and many others). Use when writing or debugging UI that runs in a Gameface view, when HTML/CSS/JS behaves differently in the game than in a browser, when checking whether a web feature exists in a game's Cohtml version, or when working with data-bind-* attributes or the engine JS API. Also the domain reference for skills that drive a Gameface UI via the game_* tools.

5 Updated today
CitiesSkylinesModding

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