skills/load/SKILL.md
Pull claude-blueprints repo and apply to ~/.claude
npx skillsauth add abix-/claude-blueprints skills/loadInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Pull latest: git -C "C:/code/claude-blueprints" pull
Sync repo to local:
repo="C:/code/claude-blueprints"
local="$HOME/.claude"
# Skills: directory format (skills/<name>/SKILL.md)
mkdir -p "$local/skills"
# Remove skills in local that don't exist in repo
for d in "$local/skills"/*/; do
[ -d "$d" ] && [ ! -d "$repo/skills/$(basename "$d")" ] && rm -rf "$d"
done
# Also remove any leftover flat skill files
for f in "$local/skills"/*.md; do
[ -f "$f" ] && rm -f "$f"
done
cp -r "$repo/skills"/* "$local/skills"/ 2>/dev/null
# Hooks: flat files
mkdir -p "$local/hooks"
if [ -d "$repo/hooks" ]; then
for f in "$local/hooks"/*; do
[ -f "$f" ] && [ ! -f "$repo/hooks/$(basename "$f")" ] && rm -f "$f"
done
cp "$repo/hooks"/* "$local/hooks"/ 2>/dev/null
fi
# Scripts: flat files
mkdir -p "$local/scripts"
if [ -d "$repo/scripts" ]; then
for f in "$local/scripts"/*; do
[ -f "$f" ] && [ ! -f "$repo/scripts/$(basename "$f")" ] && rm -f "$f"
done
cp "$repo/scripts"/* "$local/scripts"/ 2>/dev/null
fi
# Root files
cp "$repo/CLAUDE.md" "$local/" 2>/dev/null
cp "$repo/settings.json" "$local/" 2>/dev/null
if [ -f "/c/Program Files/Go/bin/go.exe" ]; then
cd "C:/code/claude-blueprints/sanitizer"
"/c/Program Files/Go/bin/go.exe" build -o sanitizer.exe ./cmd/sanitizer
mkdir -p "$HOME/.claude/sanitizer"
cp sanitizer.exe "$HOME/.claude/sanitizer/"
echo "Go sanitizer built"
else
echo "Go not installed - skipping"
fi
Report what git pulled and confirm sync completed.
development
YAML standards for config files, Ansible playbooks, k8s manifests, GitHub Actions, docker-compose, and any project config. Built from the YAML 1.2 spec, yamllint defaults, and the practical pitfalls (Norway problem, type coercion, anchor gotchas).
development
--- name: ueforge description: ueforge framework: the base layer every UE4SS Rust mod in the Grounded2Mods workspace builds on. Authoritative on the composition model (Effect/Trigger/Skill), the Def/Registry/Instance/Controller pattern, hot reload, discovery, hardening doctrine, and the five framework modules (rpg, stacks, difficulty, inventory, damage). Use when writing or modifying code under `ueforge/` in [abix-/Grounded2Mods](https://github.com/abix-/Grounded2Mods), or when promoting a patte
tools
TypeScript and JavaScript standards. Sourced from [abix-/chromium-extensions](https://github.com/abix-/chromium-extensions) (Hush + filter-anything-everywhere). Use when writing TS/JS, including browser extension bootstrap shims, MV3 service workers, and small web frontends.
development
--- name: schedule1 description: Modding Schedule 1 (TVGS, IL2CPP Unity + MelonLoader + Harmony). Authoritative on Schedule 1 game specifics: engine type, MelonLoader/Il2CppInterop references, eMployee mod root-cause findings, vanilla CookRoutine + StartMixingStationBehaviour internals, certainty-tracking discipline. Mod code lives in [`abix-/Schedule1Mods`](https://github.com/abix-/Schedule1Mods) (the `EmployeeReset` sidecar is the current shipped mod). Not for playing the game. user-invocable: