terraforming

terraforming is a skill for Claude Code from chapmanjw/minecraft-bedrock-claude-plugin. It costs 76 tokens per session (3,001 once invoked), scanned A, original, MIT.

A Minecraft Bedrock building skill for shaping natural-looking land and scenery, including mountains, valleys, rivers, lakes, coastlines, caves, biomes, and weathering.

In plain words
What is it for?
Use it to create generic natural landscapes in a connected Minecraft Bedrock world, alongside building skills when needed.
Why use it?
It provides rules for making terrain look naturally formed instead of flat, random, or mechanically arranged.

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 create generic natural landscapes in a connected Minecraft Bedrock world, alongside building skills when needed.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming
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 terraforming
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 terraforming

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming/github.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/terraforming)
Your own site
<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.

agentmods 80×15 button for terraforming

Your own site · 80×15
<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>
Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,001 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 $0.00076 $0.03001
Opus 5 $0.00038 $0.01501
Sonnet 5 $0.00015 $0.00600
Haiku 4.5 $0.00008 $0.00300

Measured 12d ago against content hash 7c866a2b0002, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/terraforming/SKILL.md · 226 lines

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.

  1. Heightmap-or-live-sculpt for anything over ~30 blocks of extent. Stacked or nested rectangular mc_block_fill calls — 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. See reference/landforms.md § The heightmap method.
    • Live sculpt — alternate mc_block_fill / mc_block_set / mc_block_get_top in a feedback loop with the user, never a static plan handed to the worker. Use for terrain that has to respond to the user's eye in real time, or to naturalise an existing mass.

Read the full file on GitHub · 226 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. 12d ago First seen · 226 lines · 76 tokens per session scan A 7c866a2b0002

Subscribe to this mod's changes

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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