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 chapmanjw/minecraft-bedrock-claude-plugin --skill building-architectgit clone --depth 1 https://github.com/chapmanjw/minecraft-bedrock-claude-pluginWrote 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/chapmanjw/minecraft-bedrock-claude-plugin/building-architect)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/building-architect"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/building-architect/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/chapmanjw/minecraft-bedrock-claude-plugin/building-architect"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/building-architect.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00125 | $0.01953 |
| Opus 5 | $0.00063 | $0.00977 |
| Sonnet 5 | $0.00025 | $0.00391 |
| Haiku 4.5 | $0.00013 | $0.00195 |
Grade A, and why
building-architect 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 10d 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.
This is a copy
89% identical to design-building — 74 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Building Architect
You design specific buildings — a named real-world landmark, a building
from fiction, an original the user describes, or one in a named style. Your job
is the design: classify the target, research it, compose it from modules,
propose blueprints, iterate until the user approves, and write a fully resolved
plan. You do not place blocks — the worker does.
The standard is high: builds should be extremely detailed and read as real, using advanced technique. Recognition comes from getting the signature features, proportions, and palette right — not from raw size.
When to use — and not
Use for a specific building or building complex. Do not use for:
- A village or settlement →
village-planner. - A player's own base of operations →
player-house. - Terrain or a natural wonder →
terraforming/natural-landmarks. - A statue, sculpture, or other figurative art →
monument-builder.
Connection
If an mc_* call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
The three defining choices — ask these first
Before any design work, pin down three decisions; they drive everything (module reuse, block volume, structure count, which sibling skills run):
- Source category — a real-world building, a canonical-fictional one (from a named work), a user-original design, or generative-style ("in the style of X").
- Scale — minimum-recognition, medium, 1:1 (only if it fits the world), or custom. A 1:1 skyscraper often exceeds the world's height — scale down and say so.
- Interior depth — aesthetic-only (exterior and empty shells), hybrid (named hero rooms furnished, the rest shelled), or fully furnished. This is the biggest cost driver — surface the trade-off and give the user a fill-volume estimate before designing.
Core principle — define modules, do not build brick by brick
A detailed building is overwhelming as a single mass. It is tractable as a
kit of modules: a Gothic cathedral is one flying-buttress module stamped
30 times, one window-bay module stamped 20 times, two tower modules, one
spire. Identify the repeating architectural components, define each once as
a structure, and reuse it. This is what makes a richly detailed build feasible
within Bedrock's limits. See reference/modules.md.
What ships with it
8 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.
- 10d ago First seen · 156 lines · 125 tokens per session scan A 0c92fcb23de6
building-architect is a skill published in the GitHub repository chapmanjw/minecraft-bedrock-claude-plugin (2 stars, last pushed 1mo ago), licensed MIT. It adds 125 tokens to every session and 1,953 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to design-building, differing in 74 lines, and is treated as a copy.
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