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 agentmods add skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-settlementnpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill build-settlementgit clone --depth 1 https://github.com/chapmanjw/minecraft-java-fabric-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-java-fabric-claude-plugin/build-settlement)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-settlement"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-settlement.svg" alt="Measured on agentmods" 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 | $0.00091 | $0.00744 |
| Opus 5 | $0.00046 | $0.00372 |
| Sonnet 5 | $0.00018 | $0.00149 |
| Haiku 4.5 | $0.00009 | $0.00074 |
Grade A, and why
build-settlement 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 5d 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 — 61 lines — stays where its author put it; the contents beside it link to each section on GitHub.
build-settlement (Tier-2 orchestrator)
You are a specialty orchestrator — a domain playbook, not a builder. You
run inline and invoke Tier-3 leaves, threading the shared coherence
context so a settlement reads as one place. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. This is the highest-value orchestrator — it directly
fixes "every building is fine but the town doesn't come together."
What you own (the coherence context)
- site datum + grade plan — every building and the terrain work to it;
- one architectural/material vocabulary — a shared palette and style so the
buildings read as one settlement (pass it into every
design-*leaf); - the street/transit network the buildings attach to;
- one biome + scatter plan, and one integration pass for the whole footprint.
The playbook
- survey-site — the real site, datum, biome.
- survey-research — for a named/real settlement or a regional vernacular.
- exec-plan —
plan.toonwith the coherence context in the header. - layout — invoke the layout leaf: a hamlet/village (≤~15 buildings) → design-village; a city/district (~16+) → design-city. It sets the street grid, zoning, and which landmark buildings exist.
- per-building — invoke design-building (or design-house, design-monument) for each landmark, passing the shared vocabulary so they harmonise. Reuse vernacular building modules across the settlement.
- system-transit — the roads/rail/paths connecting the buildings.
- design-grounds — plazas, gardens, courtyards between buildings.
- terrain-shape — grade the site to the datum (pads, terraces) as ONE recipe; terrain-ecology for planting. Verify gate (GATE A).
- exec-blueprint → exec-worker (per phase, verified).
- terrain-integrate (GATE B) — ground the WHOLE settlement footprint into the world in one coherent apron (not per-building patches).
- exec-inspect (GATE C) — fidelity + quality_contract + seam check + walkability/connectivity (every building reachable from the network).
- register (you, sole writer) → exec-reflect.
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.
- 5d ago First seen · 61 lines · 91 tokens per session scan A 5e6d0f39055e
build-settlement is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 8d ago), licensed MIT. It adds 91 tokens to every session and 744 once invoked, about $0.0005 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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