RimSearcher plugin
A skill and CLI for RimWorld modding: the agent reads in-game definition data and assembly source instead of guessing from files.
- 57 ★ on the repository
- Last commit
- MIT
Extended access
Why this level
- The agent runs a local CLI and a decompiler and reads game and mod files on the machine.
Install
- Works in
In your terminal, with SkillFoxx CLI
npx skillfoxx add plugins/rimsearcherDetects the agents on your machine, shows the access level and pins the version.
Other ways to install
Access and checks
How we reviewExtended accessThe tool runs code or makes network calls and only reads external data.
- The agent runs a local CLI and a decompiler and reads game and mod files on the machine.
This is third-party code. Review the repository files before installing.
What it does
RimSearcher gives an agent a verifiable picture of RimWorld. The in-game mod `RimSearcher.DataMod` exports final definitions after inheritance and patches into a SQLite `defs.db`, and the `rimsearcher` CLI answers queries about fields and types. For code, DecompilerServer decompiles game and mod assemblies and shows real C# implementations and Harmony hook points. One skill ties both tracks together. It exists because reading XML from disk shows a model inactive overrides and unfinished inheritance, and without real code the model invents API signatures. Install with the Claude Code plugin, `npx skills` or a release archive; the agent keeps working data in the project's `.rimsearcher/` folder.
Who it is for. RimWorld mod authors who work with an AI agent and want to rely on real game data rather than model guesses.
Good fit when
- Final definition field values after inheritance and patches are unknown.
- An agent shows the real implementation of a method from the game or another mod.
- Before a Harmony patch you must find the hook point in decompiled code.
- Different mod projects must stay isolated: the agent creates `.rimsearcher/` in each root.
Not a fit when
- You do not write RimWorld mods.
- You cannot install .NET 10 and run the game with the export mod.
- Reading XML from disk is enough: no complex inheritance or patches are involved.
Example request
Use RimSearcher to show this thing definition's final fields after all patches, then find the code method that reads it.Limitations
It needs the .NET 10 runtime for the CLI and a separate DecompilerServer for source analysis and hook points. Game definitions reach the database only after the `RimSearcher.DataMod` mod runs inside the game, so without launching the game there is no data. The skill folder ships a ready `rimsearcher.exe`, so the CLI is built for Windows. The archive, plugin and `npx skills` all suit a global install, but each project gets its own `.rimsearcher/` folder. Before running, confirm the agent uses the current project's database.
How to disable. Uninstall the plugin with Claude Code or `npx skills remove rimsearcher`, and delete the `.rimsearcher/` folder in your mod projects.
FAQ
How do I install it as a Claude Code plugin?
Run `claude plugin marketplace add kearril/RimSearcher`, then `claude plugin install rimsearcher@rimsearcher-marketplace`.
How do I install it via npx?
Run `npx skills add "https://github.com/kearril/RimSearcher" --skill rimsearcher --global`. Node.js is required.
What does the RimSearcher.DataMod mod do?
It exports definitions into `defs.db` in the form the game built them after inheritance and patches.
Why is DecompilerServer needed?
It decompiles game and mod assemblies so the agent sees real code and Harmony hook points.
Where does the skill write working files?
Into `.rimsearcher/` in the project root, which keeps mods isolated from each other.
Discussion
No questions or reviews yet.
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README in short
Version 3 replaced the monolithic MCP approach with a skill plus CLI pair. The description explains two problems: static XML data misleads, and without real code the model invents signatures.
README badge
Original SKILL.md
--- name: rimsearcher description: "RimWorld mod development: runtime Def data queries, C# decompilation and source investigation, Harmony patching, API migration, and mechanic research. Uses rimsearcher for Def truth and DecompilerServer for decompiled source evidence." --- ## 1. Project Entry 1. Read `.rimsearcher/README.md` at the project root first. If missing or incomplete, follow [references/setup.md](references/setup.md) to initialize the environment. 2. On first interaction in a session, run `<cli_path> check update` to check for newer releases (ignore failures; upgrades require user authorization following [references/update.md](references/update.md)). ## 2. Tools & Primary Source of Truth Plan investigation timing and tool combinations autonomously without rigid procedures: - **rimsearcher CLI** (Runtime Def Data): Located at `<project_root>/.rimsearcher/rimsearcher.exe`. > **All syntax, arguments, exit codes, and option details strictly treat `<cli_path> --help` and `<cli_path> <command> --help` as the primary source of truth.** - **DecompilerServer MCP** (C# Source Decompilation): Inspects game and mod assemblies, examining real source code and IL opcodes. - **Data-to-Code Bridge**: `classes[]` and polymorphic `$type` extracted via `get <defName> --brief` serve as the standard class name sources to query DecompilerServer. ## 3. Evidence Standards - **Querying Defs**: Avoid reading local raw XML; always use the CLI (unapplied patches, overrides, and load-order merges produce misleading data). - **Inspecting Code**: Never guess APIs; always use DecompilerServer. Method signatures, private fields, and algorithms must trace to real source code. - **Mark Uncertainties**: When the evidence chain is incomplete, label findings `[UNVERIFIED]` and never fabricate conclusions.