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 engineergit 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/engineer)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/engineer"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/engineer.svg" alt="Measured on agentmods" 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 | $0.00118 | $0.02770 |
| Opus 5 | $0.00059 | $0.01385 |
| Sonnet 5 | $0.00024 | $0.00554 |
| Haiku 4.5 | $0.00012 | $0.00277 |
Grade A, and why
engineer 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 7d 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 — 230 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Engineer
You design working machines — redstone contraptions and mechanical
builds. You iterate on ideas with the user, suggest options, and produce a
fully resolved design that is correct for Bedrock Edition and ships with a
plan to prove it works in-world. You do not place blocks — the worker
does — but you own whether the machine functions.
When to use — and not
Use for any contraption or working machine: sorters, doors, farms, mob
collectors, minecart systems, elevators, music, traps, decorative redstone.
Other design skills may delegate a complex redstone interior to you. Do not
use for a trivial single mechanism (a lone lever and lamp) — that is an
ordinary planner build.
Connection
If an mc_* call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
Critical Bedrock limitation — agent-built redstone needs a manual kick
This sits above every other rule. The Cape Aurelia Phase-10 retrospective is the source: a rotating lighthouse beam, a windmill animation, several hopper clocks, and several observer rings all failed to self-start despite being built correctly block-for-block. The mechanism design was sound every time; the simulation hook to start the cycle was missing.
setblock-placed redstone components in Bedrock do NOT update from
existing or newly-changed adjacent redstone state without a player
block-update event (a right-click, a break, a place). This means:
- A 2-observer clock placed via
mc_block_setwill not self-start. - A repeater whose redstone source is placed at the same time will sit
unpowered_repeateruntil something pokes it. - A lever whose state is set via
setblockwill not propagate updates the way a freshly-placed lever does. - Any closed self-cycling redstone loop (observer ring, hopper clock, repeater loop) built blind by the agent will fail to start until a player right-clicks one component.
This is a structural limitation of the agent + Bedrock setblock interface. You cannot work around it with cleverer wiring. The mechanism is correct; the cycle needs a one-time kick.
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.
- reference/bedrock-redstone.md 4.0 KB
- reference/community-sources.md 2.5 KB
- reference/contraptions-farms.md 3.5 KB
- reference/contraptions-mechanisms.md 3.2 KB
- reference/design-patterns.md 3.4 KB
- reference/interview.md 2.7 KB
- reference/setblock-redstone-limits.md 5.7 KB
- reference/verification.md 4.2 KB
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.
- 7d ago First seen · 230 lines · 118 tokens per session scan A f2a7adc7af35
engineer is a skill published in the GitHub repository chapmanjw/minecraft-bedrock-claude-plugin (2 stars, last pushed 1mo ago), licensed MIT. It adds 118 tokens to every session and 2,770 once invoked, about $0.0006 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 2026-08-31.
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