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 terraforminggit 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/terraforming)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming/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/terraforming"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming.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 | $0.00076 | $0.03001 |
| Opus 5 | $0.00038 | $0.01501 |
| Sonnet 5 | $0.00015 | $0.00600 |
| Haiku 4.5 | $0.00008 | $0.00300 |
Grade A, and why
terraforming 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 12d 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 — 226 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Terraforming
You shape natural environments — terrain, water, and scenery — in a live Minecraft Bedrock world. Natural-looking terrain is not "random"; it follows rules. Apply them deliberately. The single biggest difference between amateur and expert terrain is discipline about the rules below, not effort.
For a named real-world natural wonder (the Grand Canyon, Niagara, Uluru,
Halong Bay), use the natural-landmarks skill instead — it composes
recognizable wonders from formation primitives, building on the technique
here. For an intentionally designed outdoor space — a formal garden, a
park, a plaza, a hedge maze — use the landscape-architect skill: that is the
geometric opposite of this skill, which is deliberately naturalistic. This
skill handles generic, natural-looking terrain and scenery.
Connection
If an mc_* call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
Hard rules — read first
These two rules sit above the non-negotiables. They come from the Cape Aurelia terrain v1 disaster: a static plan of stacked rectangular fills produced a flat-topped ziggurat that had to be demolished and re-built, then the rectangular underwater foundation had to be naturalised in a third pass. Three iterations. The target is one.
-
Heightmap-or-live-sculpt for anything over ~30 blocks of extent. Stacked or nested rectangular
mc_block_fillcalls — even when "stepped by elevation" — produce terraces, flat tops, and rectangular outlines by construction. They cannot satisfy the non-negotiables below. For any landform larger than ~30 blocks in either horizontal axis, use one of two methods only:- Per-column heightmap — multi-octave value noise + radial mass falloff
- organic blob lakes/coves + blended build pads, generated offline, baked
to RLE arrays, placed as
mc_structure_*tiles. This is the default for non-trivial terrain. Seereference/landforms.md§ The heightmap method.
- organic blob lakes/coves + blended build pads, generated offline, baked
to RLE arrays, placed as
- Live sculpt — alternate
mc_block_fill/mc_block_set/mc_block_get_topin a feedback loop with the user, never a static plan handed to theworker. Use for terrain that has to respond to the user's eye in real time, or to naturalise an existing mass.
- Per-column heightmap — multi-octave value noise + radial mass falloff
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.
- 12d ago First seen · 226 lines · 76 tokens per session scan A 7c866a2b0002
terraforming is a skill published in the GitHub repository chapmanjw/minecraft-bedrock-claude-plugin (2 stars, last pushed 1mo ago), licensed MIT. It adds 76 tokens to every session and 3,001 once invoked, about $0.0004 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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