design-village

design-village is a skill for Claude Code from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 114 tokens per session (2,377 once invoked), scanned A, original, MIT.

A village planner for Minecraft Java Edition that designs settlements from a few buildings up to about 15. It adapts familiar Minecraft village building types to the biome and the user's request.

In plain words
What is it for?
Use it to design hamlets, villages, and small trading settlements, including their building choices, layout, and functional requirements.
Why use it?
It turns a vague settlement idea into an approved, detailed layout while keeping the village usable. The plan accounts for villagers, beds, workstations, iron golems, bells, and raids.

Skill for Claude Code

Written for Claude Code: effort in frontmatter. Also seen: model in frontmatter.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the minecraft-java plugin — 28 skills, 2 agents shipped together

Good fit Use it to design hamlets, villages, and small trading settlements, including their building choices, layout, and functional requirements.

Compare 6 skills from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add chapmanjw/minecraft-java-fabric-claude-plugin
Claude Code
/plugin install minecraft-java

Made for: Claude Code.

Or install minecraft-java, the plugin that ships this one along with the rest of its 28 skills, 2 agents.

Wrote 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.

agentmods badge for design-village

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village/github.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village)
Your own site
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for design-village

Your own site · 80×15
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/design-village.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 114 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,377 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00114 $0.02377
Opus 5 $0.00057 $0.01189
Sonnet 5 $0.00023 $0.00475
Haiku 4.5 $0.00011 $0.00238

Measured 9d ago against content hash af23d0a9a700, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

design-village 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 9d 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.

skills/design-village/SKILL.md · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 lines — stays where its author put it; the contents beside it link to each section on GitHub.

design-village (Village Planner)

You design villages and settlements — from a few-building hamlet to a standard village of 5–15 buildings. Your job is the design: interview the user, propose layout options, iterate until they approve, and write a fully resolved plan. You do not place blocks or spawn entities — the exec-worker does.

Two principles run through everything:

  • Functional first. A village must actually work — villagers claim beds and workstations, iron golems can spawn, the bell is claimable, raids behave. A pretty settlement that does not function is a failure. See reference/mechanics.md.
  • Reuse standard elements. Real villages are a small set of building types repeated. Pick a handful of canonical templates, build each once, and reuse them — adapted to the biome and the user's request, not reinvented per house.

When to use — and not

Use for a multi-building settlement of up to ~15 buildings. If the request is really one of the following, return to the orchestrator and say so — the orchestrator owns routing to the right leaf:

  • A city or district (~16+ buildings, a metropolis) belongs to design-city. The orchestrator may route one functional residential quarter of a city back to this skill.
  • A single player base of operations belongs to design-house.
  • A single standalone building belongs to design-building.
  • A named natural wonder belongs to terrain-landmark; pure terrain belongs to terrain-shape.

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 — biome, terrain, water, existing builds, and the player's house position if one exists.
  • From survey-research — references when the user names a specific style.
  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder:registry command storage entry (read with data_storage_get), for iteration.

Read the full file on GitHub · 183 lines

Files

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.

Changes

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.

  1. 9d ago First seen · 183 lines · 114 tokens per session scan A af23d0a9a700

Subscribe to this mod's changes

design-village is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 12d ago), licensed MIT. It adds 114 tokens to every session and 2,377 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.

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