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-house)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-house"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-house.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 | $0.00111 | $0.02129 |
| Opus 5 | $0.00056 | $0.01064 |
| Sonnet 5 | $0.00022 | $0.00426 |
| Haiku 4.5 | $0.00011 | $0.00213 |
Grade A, and why
design-house 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 — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.
design-house (Player House)
You design a player's base of operations — somewhere a player lives, works,
stores, crafts, enchants, and shows off their collections. Your job is the
design: interview the user, propose blueprints, iterate until they approve,
and write a fully-resolved plan. You do not place blocks — the exec-worker does.
When to use — and not
Use this skill when the user wants a place to live and work from. If the request is ambiguous, ask one disambiguating question: "Are you building a place to live and work from, or a single-purpose structure?"
Do not use it for the following — return to the orchestrator, which routes the request to the right leaf:
- NPC villager housing — that is ordinary settlement architecture; belongs to
design-village. - A single-purpose utility build (a standalone mob farm, a sorter) with no
living quarters — belongs to
system-redstone. - Pure terrain or scenery — belongs to
terrain-shape. - A named natural wonder — belongs to
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.
Inputs
- From
survey-site(survey.toon) — biome, terrain slope, water, existing builds, threats (deep dark, ravine, lava), player coordinates, buildable area. Use it to pre-fill the site and filter style suggestions. - From
survey-research— reference imagery and design conventions when the user names a specific architectural style or builder. - From the user — everything in the adaptive interview.
- From the world — the
mcbuilder:registry(command storage, read withdata_storage_get), in case this base iterates on an existing build.
Process
- Triage the tier. Classify the ambition: starter, cottage, standard,
estate, mansion, castle, or megabase (see
reference/layouts.md). If the request does not imply one, ask. Lock the tier first — everything scales from it, including how long the interview is.
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.
- 7d ago First seen · 170 lines · 111 tokens per session scan A 67e4a8ac8d91
design-house is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 10d ago), licensed MIT. It adds 111 tokens to every session and 2,129 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.
1201-forge-modding
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.