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Skill vasu-devs/Forge/skills/graph

Query forge's live, always-fresh code map — a dependency graph of the repo with god-nodes, modules, and neighbors/impact (blast-radius) queries. Use before editing to know what depends on a file, to find the most-depended-on hotspots, to map an unfamiliar codebase's architecture, or whenever you need current structural context instead of guessing.From its SKILL.md

Install
npx -y skills add vasu-devs/Forge --skill graph

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
  • runs commandsInstructs the agent to run 5 commands, including `node "$G" map` and 4 more.

SKILL.md

4.5 KB, ~1.0k tokens by cl100k_base, as published. Nobody here has run it

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The live code map

forge keeps a dependency graph of the whole repo — built once, then patched automatically as files change, so your structural context never goes stale. It's a zero-dependency, fully-local synthesis of the three things a code graph is good for:

  • god-nodes — the most-depended-on files (highest fan-in); the architectural hotspots to touch with care.
  • modules / clusters — the architecture at a glance (which directories form cohesive units, how many communities exist).
  • neighbors / impact — who imports a file, and the transitive blast radius of changing it.
  • cycles · dead files · orchestrators — dependency cycles (refactor hazards), orphaned files (0 in / 0 out, non-entry), and high-fan-out composition roots.

It updates itself: a SessionStart hook injects a fresh map and triggers a background refresh; the Stop hook patches changed files after every turn (mtime-diff — only changed files are reparsed). You usually read the injected map for free; reach for the CLI when you need a specific answer.

When to use it

  • Before editing a shared file — run impact to see everything that could break.
  • Entering an unfamiliar repo — run map to learn the hotspots and module layout in one call (cheaper and more accurate than grepping around).
  • "Where is X / what uses X"neighbors gives importers and imports directly.
  • It's the structural layer forge:understand leans on — use the graph first, then read only the files on the path.

Commands

G=~/.claude/skills/forge/scripts/graph.js
node "$G" map                 # god-nodes + module map for this repo
node "$G" neighbors <file>    # direct imports ↑ and importers ↓ of a repo-relative file
node "$G" impact <file>       # transitive blast radius — who breaks if this changes
node "$G" stats               # files / deps / clusters / last-built
node "$G" refresh             # build if missing, else mtime-patch (the hooks do this for you)

Paths are repo-relative with / separators (e.g. src/api/client.ts), exactly as the map prints them.

What it does and doesn't see

  • Edges = static imports/requires/includes, resolved to real repo files: JS/TS (import/require/dynamic-import, relative + index resolution + tsconfig/jsconfig baseUrl/paths aliases like @/…), Python (absolute + relative, incl. nested-package suffix match), C/C++ (#include "…"), Ruby (require_relative), Rust (mod). It respects the repo's .gitignore (single-name dir/file entries) so generated/ignored code isn't counted.
  • It does not follow dynamic dispatch / runtime reflection, monorepo workspace-package imports (bare @scope/pkg → another package), or Go module-path imports. Languages without an extractor yet — Go, Java, Kotlin, PHP, C#, Swift — are counted as files but appear as edgeless nodes. Treat the map as a high-accuracy skeleton, not a completeness proof; confirm a critical call path by reading the code (forge:verify).
  • If a deeper symbol-level call graph is available (e.g. CodeGraph MCP via /codegraph-here), prefer it for precise caller/callee analysis; forge:graph is the always-on, zero-setup baseline.

Freshness

The map is patched after each turn, so during a session it tracks your edits. If you've just made sweeping changes and want certainty before a big query, run node "$G" refresh first. Disable the whole subsystem with FORGE_GRAPH=off.

What ships with it

Read from the repository

Just SKILL.md. No reference files, no scripts.

Gives 0 of the 12 instructions most architecture codebase skills give in ~1.0k tokens

Counted across 858 of the 1,304 authors here whose files we hold, read 2026-09-06

  • Apply the deletion test to identify shallow modulesin 32 of 858, across 31 files
  • Read domain glossary and ADRs before exploringin 22 of 858, across 19 files
  • Use Tailwind and Mermaid via CDN for reportsin 21 of 858, across 18 files
  • Document architecture decision recordsin 20 of 858, across 12 files
  • Offer to record ADRs for rejected candidatesin 17 of 858, across 14 files
  • Limit primary navigation to four to seven itemsin 17 of 858, across 7 files
  • Write HTML report to the system temp directoryin 17 of 858, across 14 files
  • Read product marketing context before asking questionsin 16 of 858, across 6 files
  • Use Mermaid graph TD for visual sitemapsin 15 of 858, across 5 files
  • Ensure every page has at least one internal linkin 15 of 858, across 5 files
  • Use ASCII tree format for page hierarchy draftsin 15 of 858, across 5 files
  • Enforce lowercase URLs with hyphensin 15 of 858, across 5 files

Said here and by no other author read

  • Run impact before editing shared files
  • Run map to learn hotspots and module layout
  • Use neighbors to find importers and imports
  • Read the injected map for structural context
  • Run refresh if the map is stale
  • Use graph before reading files

Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.

Keep looking

Skills are one crate of 325,949. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.