Reverse engineering for mods Rule zero: read the real thing, don't guess. Decompiled code, the actual data, a live memory view or a GPU capture is the spec. Write what you learn into (names, IDs, offsets, formats) as you go. Keep all decompiled output and extracted assets outside the mod repo (e.g. ) and never publish them. Single-player, offline or servers the user runs. Never attach debuggers or scanners to games with anti-cheat (see ). Pick the tool by what the code is ( tells you) If REA (Reverse Engineer Anything, ) is connected as an MCP server, start there: one server covers native bin…