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-structurenpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill build-structuregit 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-structure)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-structure"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-structure.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 | $0.00109 | $0.00668 |
| Opus 5 | $0.00055 | $0.00334 |
| Sonnet 5 | $0.00022 | $0.00134 |
| Haiku 4.5 | $0.00011 | $0.00067 |
Grade A, and why
build-structure 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 — 57 lines — stays where its author put it; the contents beside it link to each section on GitHub.
build-structure (Tier-2 orchestrator)
A specialty orchestrator for one sited structure or art piece. Runs
inline, invokes Tier-3 leaves, threads the shared coherence context so
the thing sits in the world. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. Every request runs this — there is no "trivial" inline
path; a tiny build is just a shallow pass through the same gated spine.
What you own (the coherence context)
- one architectural/material vocabulary across the structure's parts;
- the site datum + pad grade;
- the integration plan that grounds the footprint (foundation talus/apron) so the structure belongs to its spot.
The playbook
- survey-site — the real site + datum.
- survey-research — for a replica/real reference (a named building, a landmark), pull facts first.
- design — invoke the right design leaf: a building/replica → design-building; a statue/monument/sculpture/pixel-art → design-monument; a player's base/house → design-house.
- exec-plan → exec-blueprint (reusable
mcb:*modules). - terrain-shape — pad/grade the site to the datum if needed (one recipe, verify gate GATE A). For a cave base, terrain-cave carves the chamber.
- exec-worker — build per phase, verified.
- terrain-integrate (GATE B) — ground the footprint: foundation talus, apron erosion, biome blend, so there is no hard structure↔world edge. Required.
- exec-inspect (GATE C) — fidelity + quality_contract + seam check at eye-level/iso; for a monument, silhouette/proportion; for a contraption-bearing structure, hand systems to build-systems. Reconcile: pad matches grade, foundation grounded not floating.
- register (you) → exec-reflect.
Coherence reconciliation
Structure↔site (pad to datum), structure↔world (foundation grounded by integrate), parts↔vocabulary (one palette/style). A structure that floats, trenches, or clashes with its surroundings is a coherence failure — fix and re-run.
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 · 57 lines · 109 tokens per session scan A 872f200fdc81
build-structure is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 8d ago), licensed MIT. It adds 109 tokens to every session and 668 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.
Other skills, from other repositories
minecraft-dev
Use this skill whenever the user wants to look up Minecraft source, mod source, mod loader source, mappings, registries, versions, version differences, access transformers, mixin information, documentation, or code search results with minecraft-dev-cli. Also use it for Fabric, Forge, Quilt, and NeoForge source lookups.
ashfox
Create, edit, review, animate, and export game-ready low-poly assets in the ashfox web workbench through an AI agent. Use for low-poly modeling, deterministic textures and UVs, rigs, idle or motion animation, GLB, Bedrock, or GeckoLib exports, and Blockbench-free asset production.
1201-forge-modding
Minecraft 1.20.1 Forge Moddingに関する開発支援。Modの新規作成、Block/Item/Entityの追加、 DataGen、ネットワーク処理、レシピ・進捗・ルートテーブルの生成、Capabilityの実装、 クラッシュ対応など。Minecraft 1.20.1 Moddingに関するタスクや、Gradle/MDKのセットアップ、 Registry/Event/sidednessに関する質問があった際に使用する。.
1211-neoforge-modding
Minecraft 1.21.1 NeoForge Moddingに関する開発支援。Modの新規作成、Block/Item/Entityの追加、 DataGen、ネットワーク処理(Payload System)、レシピ・進捗・ルートテーブルの生成、 Capability/Data Component/Data Attachmentの実装、クラッシュ対応など。 Minecraft 1.21.1 NeoForge Moddingに関するタスクや、ModDevGradleのセットアップ、 Registry/Event/sidednessに関する質問があった際に使用する。.
1201-mods-exsample
Minecraft 1.20.1 Forge Moddingにおける実践的な実装パターン集。 エネルギー・GUI・ネットワーク・マルチブロック・レシピ・レンダリング・ スペル/AI/スクリプトなどの設計パターンを、17の主要Modの実装から抽出して解説。 Addon作成に使える部分は各Modトピックとして維持しつつ、Modに依存しない アーキテクチャ知識として整理する。.
1211-mods-exsample
Minecraft 1.21.1 NeoForge Moddingにおける実践的な実装パターン集。 エネルギー・GUI・ネットワーク・マルチブロック・レシピ・レンダリング・ スペル/AI/スクリプトなどの設計パターンを、16の主要Modの実装から抽出して解説。 Forge 1.20.1 → NeoForge 1.21.1 の移行差分(Data Component・Payload System・ Data Attachment)を加味したNeoForge版パターン集。.