Optional skill: the bundle never installs or routes to Melty by default. Melty's own app and instructions are the authority; this skill only keeps an agent inside them.
Melty is a Windows launcher that installs and starts mods and "mashups" that
join games the player already owns (SkyCraft = Skyrim SE + Minecraft). Its MCP
server at https://melty.gg/api/mcp (streamable HTTP) lets an agent research
games, check packages and publish. Standalone games, browser games, mockups and
demos do not qualify; a mashup must really integrate with its host games.
Connection
The Melty app registers the server in each AI client with that client's own
bearer token. Never write, copy or print that token or move it between
providers. Check what the session has: Claude shows mcp__melty__* tools
(Tool Search may defer them); Codex has [mcp_servers.melty].
Not registered: ask the user to connect their agent from the Melty app. Read-only research works without a token; never invent one. A slow call ending in "couldn't check your token" (HTTP 503) means the app or session is offline: start/re-link Melty and keep building and testing locally meanwhile.
consult_melty is the creator's progress log: it sends Melty the creator's
last message and your full reply. Call it only on turns that are Melty work,
as the server instructs, and never put unrelated conversation, credentials or
private paths in it.
Flow
- Prior art:
search_games(only slugs it returns are valid),game_info(mod folders, loaders, base files you must not ship, sell policy, what is unsafe for players),search_mashups/mashup_info. Remixing may beat a rebuild:remix_mashupcreates a credited draft with the current files. - Build and test locally first through the normal engine route (
game-modding,universal-moddermashup guide,skyrim-tool-routerfor Skyrim) with BUILD HYGIENE: semantic version, changelog, last-known-good copy, toggleable debug log (observability-first). - Before any upload:
inspect_packageon the exact archive or folder you built, thenvalidate_recipeandone_click_check. A release that is not one click is blocked. Multiplayer:setup_multiplayerbeforesubmit_release, then again with the host/join logs from two copies on one PC. - Draft:
create_mod(private until published),start_uploadwith the local size and SHA-256, PUT the bytes to the signed URL (multipart:upload_part_urls),finish_upload(passlistingfor 7z/rar). - Media:
add_screenshotthenfinish_screenshotwith real gameplay capture. Never use mockups, generated stand-ins or footage of another build. submit_releasewith semverversion,changelogMdand the reviewed recipe. If issues remain,report_fix_attemptstating exactly what players still have to do.publishmakes it public: get the user's explicit go-ahead first. A release awaiting review is not live; confirm withmod_status.- After launch:
install_outcomeslists real install/launch failures per game version. Fix the top reason and ship a new version.
Do not
- Ship base-game files, others' assets without permission, or leaked/pirated material.
- Treat
inspect_packageorone_click_checkas a gameplay test. - Claim a multiplayer setup the recipe does not configure.
- Delegate building or testing to the user when tools on this machine can do it.
- Fill missing items (required games/versions, playable build, credits/license/ remix choice, real media) with inventions: keep the draft and ask one focused question at a time.