SuperAPI AI Directory

melty-mashups

Agents & models

View repository

Updated 10-30 16:19

About this skill

Melty mashups

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

  1. 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_mashup creates a credited draft with the current files.
  2. Build and test locally first through the normal engine route (game-modding, universal-modder mashup guide, skyrim-tool-router for Skyrim) with BUILD HYGIENE: semantic version, changelog, last-known-good copy, toggleable debug log (observability-first).
  3. Before any upload: inspect_package on the exact archive or folder you built, then validate_recipe and one_click_check. A release that is not one click is blocked. Multiplayer: setup_multiplayer before submit_release, then again with the host/join logs from two copies on one PC.
  4. Draft: create_mod (private until published), start_upload with the local size and SHA-256, PUT the bytes to the signed URL (multipart: upload_part_urls), finish_upload (pass listing for 7z/rar).
  5. Media: add_screenshot then finish_screenshot with real gameplay capture. Never use mockups, generated stand-ins or footage of another build.
  6. submit_release with semver version, changelogMd and the reviewed recipe. If issues remain, report_fix_attempt stating exactly what players still have to do.
  7. publish makes it public: get the user's explicit go-ahead first. A release awaiting review is not live; confirm with mod_status.
  8. After launch: install_outcomes lists 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_package or one_click_check as 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.