Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add Bbeierle12/Skill-MCP-Claude --skill terrain-integrationgit clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-ClaudeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/terrain-integration)<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/terrain-integration"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/terrain-integration/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/terrain-integration"><img src="https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/terrain-integration.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00050 | $0.00520 |
| Opus 5.5 | $0.00020 | $0.00208 |
| Sonnet 5.5 | $0.00010 | $0.00104 |
| Haiku 4.5 | $0.00005 | $0.00052 |
Grade A, and why
terrain-integration scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Terrain Integration
Foundation placement, slope handling, and terrain modification for building systems.
Quick Start
import { TerrainAnalyzer } from './scripts/terrain-analyzer.js';
import { FoundationPlacer } from './scripts/foundation-placer.js';
// Analyze terrain at build location
const analyzer = new TerrainAnalyzer(terrainMesh);
const slopeData = analyzer.analyzeSlope(position, { radius: 4 });
// slopeData: { angle: 15, normal: Vector3, canBuild: true }
// Place foundation with auto-leveling
const placer = new FoundationPlacer({
mode: 'valheim', // or 'rust', 'ark'
maxSlope: 30,
autoLevel: true
});
const result = placer.place(foundationPiece, position, analyzer);
// result: { valid: true, height: 2.3, pillarsNeeded: 2 }
Reference
See references/terrain-integration-advanced.md for:
- Slope analysis algorithms and thresholds
- Foundation anchoring patterns (Valheim ground contact rule)
- Auto-leveling strategies
- Terrain modification networking
- Pillar generation for uneven terrain
Scripts
scripts/terrain-analyzer.js- Slope detection, buildability checks, terrain samplingscripts/foundation-placer.js- Foundation placement with Valheim/Rust/ARK modesscripts/terrain-modifier.js- Flatten, raise, lower terrain operationsscripts/pillar-generator.js- Auto-generate support pillars for slopes
Foundation Modes
- Valheim: Ground contact = 100% stability, foundations must touch terrain
- Rust: Foundations snap to grid, terrain ignored after placement
- ARK: Flexible placement with auto-pillars, moderate slope tolerance
Integration
Works with structural-physics for stability calculations. Grounded foundations feed into the support graph as root nodes with maximum stability.
// Integration example
const grounded = placer.place(foundation, pos, analyzer);
if (grounded.valid) {
foundation.isGrounded = true;
foundation.stability = 1.0; // Feed to structural-physics
validator.addPiece(foundation);
}
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 1mo ago First seen · 66 lines · 50 tokens per session scan A a263776b98a6
terrain-integration is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (9 stars, last pushed yesterday), licensed MIT. It adds 50 tokens to every session and 520 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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