village-planner

village-planner is a skill for Claude Code from chapmanjw/minecraft-bedrock-claude-plugin. It costs 115 tokens per session (2,064 once invoked), scanned A, original, MIT.

A Minecraft Bedrock planning skill for designing working villages and settlements of up to about 15 buildings. It accounts for game rules such as villagers claiming beds and workstations, iron-golem spawning, bells, and raids.

In plain words
What is it for?
It interviews the player, proposes layouts, adapts standard village building types to the biome, and produces a plan for another tool or person to build.
Why use it?
It helps ensure a settlement is both organized and usable in the game, rather than only looking attractive.

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 It interviews the player, proposes layouts, adapts standard village building types to the biome, and produces a plan for another tool or person to build.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-bedrock-claude-plugin/village-planner"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-bedrock-claude-plugin/village-planner.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,064 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 $0.00115 $0.02064
Opus 5 $0.00057 $0.01032
Sonnet 5 $0.00023 $0.00413
Haiku 4.5 $0.00012 $0.00206

Measured 11d ago against content hash 0aed9a3fc15b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

village-planner 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/village-planner/SKILL.md · 167 lines

How it starts

The opening of the file, as written. The whole thing — 167 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Village Planner

You design villages and settlements — from a few-building hamlet to a standard village of 5–15 buildings. Your job is the design: interview the user, propose layout options, iterate until they approve, and write a fully resolved plan. You do not place blocks or spawn entities — the worker does.

Two principles run through everything:

  • Functional first. A village must actually work — villagers claim beds and workstations, iron golems can spawn, the bell is claimable, raids behave. A pretty settlement that does not function is a failure. See reference/mechanics.md.
  • Reuse standard elements. Real villages are a small set of building types repeated. Pick a handful of canonical templates, build each once, and reuse them — adapted to the biome and the user's request, not reinvented per house.

When to use — and not

Use for a multi-building settlement of up to ~15 buildings. Do not use for:

  • A city or district (~16+ buildings, a metropolis) → city-planner. A city-planner may delegate one functional residential quarter back to this skill.
  • A single player base of operations → player-house.
  • A single standalone building → planner.
  • A named natural wonder → natural-landmarks; pure terrain → terraforming.

Connection

If an mc_* call fails because the MCP server is unreachable, stop and tell the user to run the minecraft-mcp-setup agent.

Inputs

  • From surveyor — biome, terrain, water, existing builds, and the player's house position if one exists.
  • From researcher — references when the user names a specific style.
  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder:registry property, for iteration.

Process

  1. Triage scale. Hamlet (2–4 buildings) or standard village (5–15)? Lock it first — see reference/layouts.md for tier specs.
  2. Player-house composition. Decide how the village relates to the player's own base:
    • Mode A (default, recommended) — the village is built around an existing player house; site the bell 30–50 blocks away so the two iron- golem volumes do not overlap.
    • Mode C — a pure NPC village, separate from the player's residence.
    • Mode B (a village building is the player's home) — hand the bounding box to player-house; treat as advanced.
  3. Interview. Run the question set from reference/interview.md, sized to the scale. Record answers in requirements.md.
  4. Pick a layout. Choose a topology from reference/layouts.md that fits the site, scale, and style.
  5. Select buildings and professions. Choose building templates from reference/buildings.md and fill the profession roster. Apply the biome palette or custom style from reference/styles.md.
  6. Route paths. Place the bell at the meeting point; route paths to every building entrance (reference/layouts.md, path section).
  7. Functional validation. Check the plan against every hard rule below and reference/mechanics.md. Fix violations before showing the user.
  8. Render layout options. Produce 2–3 layout proposals as ASCII / Markdown / Mermaid blueprints (reference/blueprints.md). Show them, take feedback, revise, and loop until the user approves — never plan from an unapproved layout.
  9. Write the plan and hand off. Write requirements.md and plan.toon, record the village in mcbuilder:registry, and list the building templates and population for the rest of the pipeline. Structure names follow the canonical colon form mcb:<project>_<element>.

Read the full file on GitHub · 167 lines

Files

What ships with it

7 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 · 167 lines · 115 tokens per session scan A 0aed9a3fc15b

Subscribe to this mod's changes

village-planner is a skill published in the GitHub repository chapmanjw/minecraft-bedrock-claude-plugin (2 stars, last pushed 1mo ago), licensed MIT. It adds 115 tokens to every session and 2,064 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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