Using an AI agent
You can use a coding agent such as Claude Code, Codex or Cursor to help with a mod. Give it the plain-text copies of this site. They have the same content as the pages without the menus around them.
The text files
Section titled “The text files”| File | What it holds |
|---|---|
| llms.txt | A short index that points to the two files below |
| llms-full.txt | Every page in one Markdown file |
| llms-small.txt | The same, shortened for agents with less room |
If your agent can fetch web pages, give it the address of llms-full.txt. If it can’t, save the
file into your mod’s folder and tell the agent to read it.
On a wide screen, most pages also have Copy page as Markdown under “On this page”, for pasting a single page into a chat.
A prompt to start with
Section titled “A prompt to start with”Open your mod’s folder in the agent, paste this, then write your idea after the last line.
I'm making a mod for Raid Haven, a game by Tabbing Studios. This folder is the mod.
First read https://modding.tabbingstudios.com/raid-haven/llms-full.txt. It is the game's modding documentation in one Markdown file.
Follow the docs exactly. Only use file names, folder layouts, field names and functions that the docs show, and copy their examples where you can. If my idea needs something the docs don't cover, stop and tell me instead of guessing.
Before you write anything, tell me which parts of my idea are data and which need a Lua script, and which pages you are following.
When you're done, list the files you made and tell me what to check in the Mod Lab.
This is my idea.The Mod Kit
Section titled “The Mod Kit”The Mod Kit in the ModKit folder next to the game has an AGENTS.md, a file written for coding
agents. Copy it into your mod’s folder and most agents read it on their own. It also has the Lua
annotation files that give autocomplete in VS Code, for content fields and for the scripting
API. An agent can read those too.
An agent follows the same rules you do, and it can still get things wrong. Load what it made in the Mod Lab and read the Problems tab before you publish it.