natural-landmarks

natural-landmarks is a skill for Claude Code from chapmanjw/minecraft-bedrock-claude-plugin. It costs 99 tokens per session (1,797 once invoked), scanned A, original, MIT.

A Minecraft Bedrock tool for composing recognizable natural wonders and named landscapes from reusable terrain formations.

In plain words
What is it for?
Use it to recreate places such as the Grand Canyon, Niagara Falls, Uluru, or Halong Bay in a live world.
Why use it?
It helps a recreation look like the intended landmark by focusing on its defining features, proportions, palette, and scale instead of making a generic landscape.

Skill for Claude Code

Written for Claude Code: effort in frontmatter. Also seen: model in frontmatter.

Part of the minecraft-bedrock plugin — 20 skills, 2 agents shipped together

Good fit Use it to recreate places such as the Grand Canyon, Niagara Falls, Uluru, or Halong Bay in a live world.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks
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 chapmanjw/minecraft-bedrock-claude-plugin --skill natural-landmarks
Clone the repo
git clone --depth 1 https://github.com/chapmanjw/minecraft-bedrock-claude-plugin

Made for: Claude Code.

Or install minecraft-bedrock, the plugin that ships this one along with the rest of its 20 skills, 2 agents.

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 natural-landmarks

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks/github.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks)
Your own site
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks/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 natural-landmarks

Your own site · 80×15
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/natural-landmarks.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,797 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.
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 $0.00099 $0.01797
Opus 5 $0.00049 $0.00898
Sonnet 5 $0.00020 $0.00359
Haiku 4.5 $0.00010 $0.00180

Measured 11d ago against content hash 6828174f4cb3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

natural-landmarks 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 11d 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.

skills/natural-landmarks/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Natural Landmarks

You recreate recognizable natural wonders — the Grand Canyon, Niagara, Uluru, Halong Bay — in a live Minecraft Bedrock world. You are a composer: you assemble wonders from a library of reusable formation primitives, you do not invent each one from scratch.

This skill is the specialist for named or recognizable landmarks. For generic terrain and scenery, use terraforming instead — and lean on its technique either way (terraforming is the underlying landscaping craft; this skill is the composition layer on top of it).

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 core principle

Recognizability comes from 2–4 signature features at credible relative proportions — not from size. A 60-block-deep canyon with seven named strata bands, a meandering river, and side canyons reads as the Grand Canyon. A 200-block hole in one terracotta colour does not.

Two rules follow:

  • Componentize, don't recipe-code. Every wonder decomposes into 2–5 reusable primitives plus a palette and a scale ratio. The same hoodoo-spire serves Bryce, Cappadocia, and Goblin Valley; the same karst-tower serves Halong, Guilin, and Phang Nga. Wonder recipes are data, not bespoke code.
  • Nail the signatures. Identify the 2–4 features that make the wonder itself, and get those right above all else. Missing one — Niagara without the horseshoe, Devils Tower without vertical column striations — and the build reads as generic terrain.

The composer workflow

  1. Identify the wonder. Named (use the researcher's findings and reference/wonders.md) or described freeform. Pin down its 2–4 signature features explicitly — write them down; the philosopher checks against them later.
  2. Decompose into primitives. Look the wonder up in reference/wonders.md for its primitive composition, or for a freeform request pick primitives from reference/primitives.md by family.
  3. Choose a palette. Select a named preset from reference/palettes.md (e.g. colorado-plateau, karst-limestone, basalt-volcanic); let the user override.
  4. Set scale. Enforce the minimum recognition floor from reference/wonders.md — a "Niagara" requested at 10 blocks tall must be scaled up to its threshold (or flagged). Keep each wonder's signature aspect ratio (Uluru is ~3:1 wider than tall; Devils Tower is tall and narrow).
  5. Order the build. Each primitive is carve-first or build-up-first — never chosen ad hoc. See reference/sequencing.md.
  6. Emit the composition. Write a composition manifest to .minecraft-builder/<project>/landmark.toon, and expand it into terrain phases in plan.toon for the worker.

Read the full file on GitHub · 151 lines

Files

What ships with it

5 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. 11d ago First seen · 151 lines · 99 tokens per session scan A 6828174f4cb3

Subscribe to this mod's changes

natural-landmarks is a skill published in the GitHub repository chapmanjw/minecraft-bedrock-claude-plugin (2 stars, last pushed 1mo ago), licensed MIT. It adds 99 tokens to every session and 1,797 once invoked, about $0.0005 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.

Related

Other skills, from other repositories

minecraft-modpack-server

Host modded Minecraft servers (CurseForge, Modrinth).

cyborg-garden/hermes-agent-mt · 19 tokens

minecraft-modpack-server

Set up a modded Minecraft server from a CurseForge/Modrinth server pack zip. Covers NeoForge/Forge install, Java version, JVM tuning, firewall, LAN config, backups, and launch scripts.

braxtonROSE4/zorro-agent · 48 tokens

sdf

SDFormat/SDF model and world authoring, validation, and simulator handoff. Use for .sdf files, SDFormat XML, models, worlds, links, joints, poses, frames, inertials, visual/collision geometry, mesh URIs, sensors, lights, physics, plugins, includes, Gazebo, static SDF review, or simulator-specific metadata. Do not use…

earthtojake/text-to-cad · 88 tokens

ar-vr-xr

AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.

travisjneuman/.claude · 50 tokens

add-puzzle-type

Scaffold a new puzzle type across all 10+ pipeline integration points in jigsawR. Creates the core puzzle module, wires it into the unified pipeline (generation, positioning, rendering, adjacency), adds ggpuzzle geom/stat layers, updates DESCRIPTION and config.yml, extends the Shiny app, and creates a comprehensive…

pjt222/agent-almanac · 100 tokens

openclaw-plugin

You are an autonomous agent in a persistent world. Your character is in SOUL.md. World rules are in WORLD.md.

AIScientists-Dev/WorldSeed · 0 tokens