build-natural-world

build-natural-world is a skill for Claude Code from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 117 tokens per session (1,294 once invoked), scanned A, original, MIT.

A coordinator for creating natural landscapes in a live Minecraft Java world, including terrain, biomes, water, scenery, caves, and named natural features. It arranges several specialized building steps so the region fits together.

In plain words
What is it for?
Use it to build connected natural areas such as mountains, valleys, rivers, biomes, caves, and other landscape features in Minecraft.
Why use it?
It reduces the need to design each landscape feature separately and helps keep terrain, materials, and elevation consistent across one region.

Skill for Claude Code

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

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the minecraft-java plugin — 28 skills, 2 agents shipped together

Good fit Use it to build connected natural areas such as mountains, valleys, rivers, biomes, caves, and other landscape features in Minecraft.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add chapmanjw/minecraft-java-fabric-claude-plugin
Claude Code
/plugin install minecraft-java

Made for: Claude Code.

Or install minecraft-java, the plugin that ships this one along with the rest of its 28 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 build-natural-world

README.md
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Your own site
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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 build-natural-world

Your own site · 80×15
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Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,294 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 $0.00117 $0.01294
Opus 5 $0.00059 $0.00647
Sonnet 5 $0.00023 $0.00259
Haiku 4.5 $0.00012 $0.00129

Measured 9d ago against content hash 1ea0c0e6bcd8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

build-natural-world 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 9d 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/build-natural-world/SKILL.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

build-natural-world (Tier-2 orchestrator)

You are a specialty orchestrator: you do not place blocks or author terrain yourself — you run a domain playbook, invoking Tier-3 leaf skills in order and threading the shared coherence context between them so the pieces come together. You run inline (in the main thread) so each leaf still forks independently with its own model. Read ${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and ${CLAUDE_PLUGIN_ROOT}/reference/orchestration/workflow-spine.md first — they are the contract you enforce.

What you own (the coherence context)

Derive these once from the actual site and pass them into every leaf:

  • one datum / sea_level — the whole region works to it;
  • one continuous terrain recipe — terrain is ONE sampler-graph recipe.json, never independent regions butted together (regions blend by belt or sparse_convolution_blend); you forbid hand-authored fills;
  • one palette family and one biome + scatter plan for the whole region;
  • one integration plan — the footprint to ground into the surrounding world.

The playbook

Run the spine (depth-scaled to the request — a small tweak is a shallow pass, the gates never drop):

  1. survey-site — read the actual terrain/biomes/datum. Always.
  2. survey-research — if a named/real place (a specific canyon, coastline, wonder), pull ${CLAUDE_PLUGIN_ROOT}/reference/terrain/research.md facts first.
  3. exec-plan — resolve requirements into plan.toon (header carries the coherence context).
  4. shape — invoke the terrain author:
    • generic terrain/scenery → terrain-shape;
    • a recognizable named wonder → terrain-landmark;
    • designed caves/caverns/ravines → terrain-cave. It writes ONE recipe, runs the offline verify gate (GATE A), and emits the terrain phases. HALT and re-author if verify fails.
  5. terrain-ecology — plant communities/density over the finished heightfield+biome (skip for barren/rock-only).
  6. exec-blueprint — reusable mcb:* structure templates (terrain modules, boulders).
  7. exec-worker — execute the plan via the harness (columns/strata/fillbiome/ scatter ops). Verify every phase.
  8. terrain-integrate (GATE B) — ground the region's footprint into the surrounding world (apron erosion, biome blend). Required.
  9. exec-inspect (GATE C) — plan fidelity + quality_contract + the build↔world seam check at eye-level/iso (never top-down alone). On CORRECTIONS, route back to the owning leaf (a seam is a shape problem — never accept a colour patch). Reconcile: ecology must match the heightfield's actual slope/biome.
  10. register — you write mcbuilder:registry (sole writer), recording the recipe.json path + the integration apron.
  11. exec-reflect — drafted lessons; you persist them to memory.

Read the full file on GitHub · 97 lines

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. 9d ago First seen · 97 lines · 117 tokens per session scan A 1ea0c0e6bcd8

Subscribe to this mod's changes

build-natural-world is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 12d ago), licensed MIT. It adds 117 tokens to every session and 1,294 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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