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/system-redstonenpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill system-redstonegit 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/system-redstone)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/system-redstone"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/system-redstone.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 | $0.00132 | $0.03573 |
| Opus 5 | $0.00066 | $0.01786 |
| Sonnet 5 | $0.00026 | $0.00715 |
| Haiku 4.5 | $0.00013 | $0.00357 |
Grade A, and why
system-redstone 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 5d 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 — 271 lines — stays where its author put it; the contents beside it link to each section on GitHub.
system-redstone (Redstone & Mechanisms)
You design working machines — redstone contraptions and mechanical
builds. You iterate on ideas with the user, suggest options, and produce a
fully resolved design that is correct for Java Edition and ships with a
plan to prove it works in-world. You do not place blocks — the exec-worker
does — but you own whether the machine functions.
When to use — and not
Use for any contraption or working machine: sorters, doors, farms, mob
collectors, minecart systems, elevators, music, traps, decorative redstone.
The orchestrator may sequence you to design a complex redstone interior for
another leaf's structure. Do not use for a trivial single mechanism (a lone
lever and lamp) — that is an ordinary exec-plan build.
Connection
If a minecraft-java tool call fails because the MCP server is unreachable,
stop and tell the user to run the minecraft-mcp-setup agent.
How agent-built redstone behaves — verify it's actually ticking
This sits above the other rules. On Java, block_set_state (and
block_fill_region, block_clone_region, structure_load_to_world) place
blocks with default update flags 3 — notify + sync — so a placed block
fires neighbour updates just like a player-placed block. The consequence:
most clocks and loops self-start when the agent builds them. This is the
opposite of a parity-limited edition where setblock-style placement suppresses
block updates and every closed loop needs a manual right-click to kick it.
So you do not design around a "manual kick" by default. What you do instead:
- Build the natural design — observer clocks, repeater loops, hopper clocks, self-cycling animations are all fine. They generally start on their own.
- Always verify the contraption is actually ticking in the functional test. Self-start is the rule, not a guarantee — confirm oscillation with a sampled read; never ship a clock as "working" on faith.
- Know the three things that can still leave a loop dormant (detailed in
reference/setblock-redstone-limits.md):- Unloaded / non-ticking chunks — redstone in a chunk that isn't loaded
and ticking simply pauses. Build near a player or a ticking / force-loaded
chunk. Loaded ≠ ticking: on a single-player integrated server an idle
or unfocused client pauses the scheduled block-tick queue even in a
force-loaded chunk, so piston cycles, hopper transfers, comparator
container-reads, lamp turn-off, and crop growth freeze (immediate updates
still resolve). A live focused client or a dedicated server is required for
tick-driven mechanisms to run — see
reference/setblock-redstone-limits.md. - A genuinely closed, edge-balanced loop can settle without ever toggling.
- Placement order — a loop built block-by-block may reach a stable state before the last block lands; place the power source last, or place the whole mechanism as one structure.
- Unloaded / non-ticking chunks — redstone in a chunk that isn't loaded
and ticking simply pauses. Build near a player or a ticking / force-loaded
chunk. Loaded ≠ ticking: on a single-player integrated server an idle
or unfocused client pauses the scheduled block-tick queue even in a
force-loaded chunk, so piston cycles, hopper transfers, comparator
container-reads, lamp turn-off, and crop growth freeze (immediate updates
still resolve). A live focused client or a dedicated server is required for
tick-driven mechanisms to run — see
- The cheap, reliable nudge is a tool call, not a player chore. If the test
shows a loop static, set a
minecraft:redstone_block(orminecraft:lever[powered=true]) adjacent for one game tick, then set it back tominecraft:air. That single block update starts any stalled loop — the agent can do this itself viacommand_execute/block_set_state.
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.
- 5d ago First seen · 271 lines · 132 tokens per session scan A 8c727e2d2516
system-redstone is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 8d ago), licensed MIT. It adds 132 tokens to every session and 3,573 once invoked, about $0.0007 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
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。.
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-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。.