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-systemsnpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill build-systemsgit 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-systems)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-systems"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/build-systems.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 | $0.00090 | $0.00865 |
| Opus 5 | $0.00045 | $0.00432 |
| Sonnet 5 | $0.00018 | $0.00173 |
| Haiku 4.5 | $0.00009 | $0.00086 |
Grade A, and why
build-systems 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 — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.
build-systems (Tier-2 orchestrator)
A specialty orchestrator for working/connective systems. Runs inline,
invokes Tier-3 leaves, threads the shared coherence context. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. Keep the machine working while making it belong to
the world — the two goals are reconciled here, not traded off.
What you own (the coherence context)
- the route/topology and the terrain cuts/grades it requires;
- the tick/timing constraints the build must preserve (the machine must still function after grading and integration);
- the power-source invariant for any player-facing powered component: every
booster needs a real redstone source (a
redstone_blockdirectly under the rail,y = RAILY-1), not a source-lessset_state powered=true. A source-less powered rail re-evaluates topowered=falseon any block update, and a player's presence generates those continuously, so a rail that held during a headless 0-player verify collapses the instant the user logs in to ride it. The leaf (system-transit) carries the placement detail; you enforce that the design and the functional test honor it; - the integration plan so cuttings and embankments don't leave a raw seam.
The playbook
- survey-site — terrain along the route/footprint; datum.
- design — invoke the system leaf: redstone/farm/contraption/mechanism → system-redstone; rail/road/nether-hub/bridge-as-route → system-transit. It produces the design AND the functional-test recipe.
- exec-plan → exec-blueprint.
- terrain-shape — cuts, grades, embankments, machine housing the route needs (one recipe, verify gate GATE A); terrain-cave for tunnels/underground runs.
- exec-worker — build per phase, verified.
- terrain-integrate (GATE B) — ground cuttings/embankments/housing into the surrounding terrain so there is no raw seam, without touching the working parts (protect_box around the mechanism). Required.
- exec-inspect (GATE C) — fidelity + quality_contract + seam check + the
functional test (a machine built correctly but not working still fails;
route functional failures back to the system leaf). Confirm the tick/timing
still holds after grading. For a player-facing powered component, the
functional test must include a player online (a source-less powered rail holds
at 0 players and reverts the moment someone logs in) — read
poweredon a sample and ride from a slow start, not just a headless max-speed launch. Flag any manual trigger / chunk-load requirement. - register (you) → 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 · 67 lines · 90 tokens per session scan A 681db92fe122
build-systems is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 8d ago), licensed MIT. It adds 90 tokens to every session and 865 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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