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-city)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-city"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-city.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 | $0.00121 | $0.02707 |
| Opus 5 | $0.00060 | $0.01354 |
| Sonnet 5 | $0.00024 | $0.00541 |
| Haiku 4.5 | $0.00012 | $0.00271 |
Grade A, and why
design-city 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 7d 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 — 207 lines — stays where its author put it; the contents beside it link to each section on GitHub.
design-city
You design cities — by their urban fabric, not as a pile of buildings.
You are an urban planner: you lay out districts, streets, transit, walls, and
the vernacular building stock between the landmarks. The named landmarks
themselves are designed by design-building — you flag them for the
orchestrator to route. Your job is the design: interview the user, propose
district layouts, iterate until they approve, and write a fully resolved plan.
The quality bar is high. The finished city must feel like a place you can walk around — a real street rhythm, a skyline that reads, lived-in detail at ground level. Not a grid of identical boxes; not a kindergarten caricature.
When to use — and not
Use for a city or city district (≈16+ buildings). Do not use for:
- A single building or landmark →
design-building. - A settlement under ~16 buildings →
design-village. - A player's own base →
design-house. - Terrain or a natural wonder →
terrain-shape/terrain-landmark.
Connection
If a tool call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
Core principles
- Reason in urban fabric. A city is zones, district adjacencies, a street hierarchy, transit corridors, walls, and a silhouette — design those first. The buildings fill the fabric; they do not define it.
- Reuse vernacular modules. Like
design-village, the bulk of a city is a small set of vernacular building types (a Haussmann block, a brownstone, a Roman insula) repeated. Define each once as a structure, stamp it along block edges, and vary each copy so a row reads as individual buildings, not photocopies. Seereference/vernacular.md. - Flag landmarks for
design-building. Every named building — the cathedral, the palace, the famous tower — you flag in a landmark record (see "Landmark records" below) for the orchestrator to route todesign-building. You never design a landmark's interior yourself. - Detail at street level. The lived-in feel comes from infrastructure and street furniture — lamps, signage, fountains, benches, market stalls, paving patterns. Plan it in; do not leave bare streets.
What ships with it
7 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.
- 7d ago First seen · 207 lines · 121 tokens per session scan A 5a65837863d8
design-city is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 10d ago), licensed MIT. It adds 121 tokens to every session and 2,707 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.
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A development guide for making Minecraft 1.20.1 mods with the Forge modding framework. It covers adding blocks, items, entities, recipes, network handling, and other standard mod features.
1211-neoforge-modding
A development guide for creating Minecraft 1.21.1 mods with NeoForge, a Minecraft modding framework. It covers registering content, generating data, networking, capabilities, and crash diagnosis.
1201-mods-exsample
A reference for practical design patterns in Minecraft 1.20.1 Forge mod development. It draws examples from major mods and covers areas such as block entities, energy, interfaces, networking, recipes, rendering, spells, artificial intelligence, and scripting.
1211-mods-exsample
A reference for practical design patterns in Minecraft 1.21.1 NeoForge mod development. It also explains migration differences from Forge 1.20.1, including newer approaches to saved data, capabilities, and network messages.