terrain-integration

terrain-integration is a skill for Claude Code, Codex from Bbeierle12/Skill-MCP-Claude. It costs 50 tokens per session (520 once invoked), scanned A, original, MIT.

A set of Three.js building-game techniques for placing foundations on slopes and connecting structures to uneven terrain.

In plain words
What is it for?
Use it to analyze slopes, check whether locations are buildable, level foundations, modify terrain, and add pillars where needed.
Why use it?
It handles terrain-related placement problems such as sloped ground, uneven foundations, and missing supports.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to analyze slopes, check whether locations are buildable, level foundations, modify terrain, and add pillars where needed.

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Install with agentmods
npx agentmods add skills/bbeierle12/skill-mcp-claude/terrain-integration
Install

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.

Any agent
npx skills add Bbeierle12/Skill-MCP-Claude --skill terrain-integration
Clone the repo
git clone --depth 1 https://github.com/Bbeierle12/Skill-MCP-Claude

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for terrain-integration

README.md
[![agentmods](https://agentmods.dev/badge/skills/bbeierle12/skill-mcp-claude/terrain-integration/github.svg)](https://agentmods.dev/skills/bbeierle12/skill-mcp-claude/terrain-integration)
Your own site
<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.

agentmods 80×15 button for terrain-integration

Your own site · 80×15
<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>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 520 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00050 $0.00520
Opus 5 $0.00025 $0.00260
Sonnet 5 $0.00010 $0.00104
Haiku 4.5 $0.00005 $0.00052

Measured 8d ago against content hash a263776b98a6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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 8d ago.

The scan reads SKILL.md. This mod also ships 4 executable files (scripts/foundation-placer.js, scripts/pillar-generator.js, scripts/terrain-analyzer.js, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

skills/terrain-integration/SKILL.md · 66 lines

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 sampling
  • scripts/foundation-placer.js - Foundation placement with Valheim/Rust/ARK modes
  • scripts/terrain-modifier.js - Flatten, raise, lower terrain operations
  • scripts/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);
}

Read the full file on GitHub · 66 lines

Files

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.

Changes

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.

  1. 8d ago First seen · 66 lines · 50 tokens per session scan A a263776b98a6

Subscribe to this mod's changes

terrain-integration is a skill published in the GitHub repository Bbeierle12/Skill-MCP-Claude (8 stars, last pushed yesterday), licensed MIT. It adds 50 tokens to every session and 520 once invoked, about $0.0003 per session on Opus 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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