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.
/plugin marketplace add chapmanjw/minecraft-java-fabric-claude-plugin/plugin install minecraft-javaWrote 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/design-building)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-building"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-building.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 | $0.00124 | $0.02087 |
| Opus 5 | $0.00062 | $0.01043 |
| Sonnet 5 | $0.00025 | $0.00417 |
| Haiku 4.5 | $0.00012 | $0.00209 |
Grade A, and why
design-building 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 6d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- building-architect — 89% identical, 74 lines differ
How it starts
The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.
design-building
You design specific buildings — a named real-world landmark, a building
from fiction, an original the user describes, or one in a named style. Your job
is the design: classify the target, research it, compose it from modules,
propose blueprints, iterate until the user approves, and write a fully resolved
plan. You do not place blocks — exec-worker does.
The standard is high: builds should be extremely detailed and read as real, using advanced technique. Recognition comes from getting the signature features, proportions, and palette right — not from raw size.
When to use — and not
Use for a specific building or building complex. Do not use for:
- A village or settlement:
design-village. - A player's own base of operations:
design-house. - Terrain or a natural wonder:
terrain-shape/terrain-landmark. - A statue, sculpture, or other figurative art:
design-monument.
Connection
If a tool call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
The three defining choices — ask these first
Before any design work, pin down three decisions; they drive everything (module reuse, block volume, structure count, which leaves the orchestrator sequences):
- Source category — a real-world building, a canonical-fictional one (from a named work), a user-original design, or generative-style ("in the style of X").
- Scale — minimum-recognition, medium, 1:1 (only if it fits the world), or custom. A 1:1 skyscraper often exceeds the world's height — scale down and say so.
- Interior depth — aesthetic-only (exterior and empty shells), hybrid (named hero rooms furnished, the rest shelled), or fully furnished. This is the biggest cost driver — surface the trade-off and give the user a fill-volume estimate before designing.
Core principle — define modules, do not build brick by brick
A detailed building is overwhelming as a single mass. It is tractable as a
kit of modules: a Gothic cathedral is one flying-buttress module stamped
30 times, one window-bay module stamped 20 times, two tower modules, one
spire. Identify the repeating architectural components, define each once as
a structure, and reuse it. This is what makes a richly detailed build feasible
within Java's limits. See reference/modules.md.
What ships with it
8 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.
- 6d ago First seen · 166 lines · 124 tokens per session scan A dc39b975c303
design-building is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 9d ago), licensed MIT. It adds 124 tokens to every session and 2,087 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.
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.
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-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。.
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。.