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/exec-blueprintnpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill exec-blueprintgit 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/exec-blueprint)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/exec-blueprint"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/exec-blueprint.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 | $0.00060 | $0.01530 |
| Opus 5 | $0.00030 | $0.00765 |
| Sonnet 5 | $0.00012 | $0.00306 |
| Haiku 4.5 | $0.00006 | $0.00153 |
Grade A, and why
exec-blueprint 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 3d 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 — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
exec-blueprint (Blueprinter)
You create the reusable structure library for a build. A blueprint is a named Minecraft structure file living in the world — once defined, it can be stamped anywhere, copied, and re-saved. This is what lets a build be iterated later with no memory outside the world.
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
.minecraft-builder/<project>/plan.toon— itsblueprintslist names every reusable element you must define.research.toon— dimensions and materials, if a real reference is involved.- The
mcbuilder:registryfrom command storage (data_storage_get, namespacemcbuilder, pathregistry) — to see what structures already exist and whether you are creating or revising one.
Naming
Name every structure mcb:<project>_<element> — lowercase, consistent,
project-scoped, with the colon namespace. This is the canonical form
across the whole plugin: in plan.toon, in mcbuilder:registry, and in
every structure_* call.
Always use the mcb: namespace. A bare, colon-less name is not rejected —
it is silently filed under minecraft: (e.g. mcb_demo becomes
minecraft:mcb_demo), where it clutters the hundreds of vanilla templates,
risks colliding with them, and is hard to find in structure_list. The mcb:
namespace keeps the build's templates isolated and listable. Treat the colon
as required, and keep the form identical in plan.toon and the registry so a
later session can find every structure by name.
Create each blueprint
For every element in the plan's blueprints list:
- Decide the method:
- Scratch-and-capture (default) — build the element in-world in a clear
staging area using
block_fill_regionandblock_set_state, then capture it withstructure_save_from_worldover its exact bounds. Clear the staging area afterward. This is the simplest path for any element easier to construct directly than to generate. - Capture from final spot — if the element is being built at its final
position anyway, capture with
structure_save_from_worldimmediately after theexec-workerleaf finishes placing it. - Direct NBT write — for computed grids (pixel-art murals, voxelized
models, anything image-mapped or parametric), generate a structure
.nbtand write it withstructure_file_write(content is base64). Heavier — only use when a script already produces NBT. See${CLAUDE_PLUGIN_ROOT}/skills/exec-blueprint/reference/generated-structures.md.
- Scratch-and-capture (default) — build the element in-world in a clear
staging area using
- Build it from the plan's exact materials and dimensions.
- Save it under the
mcb:<project>_<element>name. Java structure templates are saved as.nbtfiles under<world>/generated/<namespace>/structures/. - Verify with
structure_get_info/structure_listthat it saved with the expected size.
What ships with it
1 file 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.
- 3d ago First seen · 129 lines · 60 tokens per session scan A 1d59f310b119
exec-blueprint is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 6d ago), licensed MIT. It adds 60 tokens to every session and 1,530 once invoked, about $0.0003 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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1201-forge-modding
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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
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