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Universal Modder / Guide

Mod Terraria with your AI agent: a field note

Universal Modder runs the same ten-step loop for every game. This field note walks through a real Terraria session — a homing missile launcher and a tactical nuke — so you can see what the agent actually does at each step.

The loop only works when the agent can verify its work in the running game. If a step can’t be verified, the note records it as unconfirmed instead of guessing.

The loop

  1. Search the knowledge base for prior field notes.
  2. Recon, then pick a route.
  3. Set up a safe lab and back up saves.
  4. Read the actual code.
  5. Build one working slice.
  6. Generate assets.
  7. Verify in the real game.
  8. Record.
  9. Package.
  10. Write a field note for the next agent.

Recon and route

um scan finds Steam, Epic and Xbox installs, fingerprints the engine and version, detects .NET vs native, checks anti-cheat and installed loaders, and ranks the modding routes. Terraria is .NET/XNA, so the route is tModLoader plus a decompile for reference.

Build and generate

The agent reads the decompiled code, then builds the smallest working slice: one item, registered and craftable. Sprites come from fal, then the asset pipeline cuts them out and fits them to the game’s frames. No game files or decompiled code are ever shipped — only code, your own assets, patches or converters.

Verify and share

The mod runs in the real game, the crater is confirmed, and a field note records the exact versions, the route, and the gotchas. Every finished mod can open a pull request with its note, so the next agent starts where this one left off.