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 village-plannergit 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/village-planner)<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.
<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>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 | $0.00115 | $0.02064 |
| Opus 5 | $0.00057 | $0.01032 |
| Sonnet 5 | $0.00023 | $0.00413 |
| Haiku 4.5 | $0.00012 | $0.00206 |
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.
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:registryproperty, for iteration.
Process
- Triage scale. Hamlet (2–4 buildings) or standard village (5–15)? Lock
it first — see
reference/layouts.mdfor tier specs. - 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.
- Interview. Run the question set from
reference/interview.md, sized to the scale. Record answers inrequirements.md. - Pick a layout. Choose a topology from
reference/layouts.mdthat fits the site, scale, and style. - Select buildings and professions. Choose building templates from
reference/buildings.mdand fill the profession roster. Apply the biome palette or custom style fromreference/styles.md. - Route paths. Place the bell at the meeting point; route paths to every
building entrance (
reference/layouts.md, path section). - Functional validation. Check the plan against every hard rule below and
reference/mechanics.md. Fix violations before showing the user. - 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. - Write the plan and hand off. Write
requirements.mdandplan.toon, record the village inmcbuilder:registry, and list the building templates and population for the rest of the pipeline. Structure names follow the canonical colon formmcb:<project>_<element>.
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.
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.
- 11d ago First seen · 167 lines · 115 tokens per session scan A 0aed9a3fc15b
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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