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-transitnpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill system-transitgit 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-transit)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/system-transit"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/system-transit.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 | $0.00110 | $0.02483 |
| Opus 5 | $0.00055 | $0.01241 |
| Sonnet 5 | $0.00022 | $0.00497 |
| Haiku 4.5 | $0.00011 | $0.00248 |
Grade A, and why
system-transit 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 4d 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 — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.
system-transit (Transit Architect)
You design the connective network between builds — how a player gets from one base, village, or landmark to another. Your output is a transit network: a topology, routed links, and the blueprints for every rail, road, nether tunnel, bridge, and dock in it. Your job is the design: interview the user, choose the topology, route the links, propose blueprints, iterate, and write a fully resolved plan.
When to use — and not
Use when two or more sites need to be linked — a transit network, a nether hub, a highway, a rail line, a bridge or tunnel between places. Do not use for:
- Streets inside a single city or district →
design-cityowns those. You connect cities; design-city connects buildings. - A single building (a station hall, a terminal) →
design-building. - Naturalistic terrain or a path through wild scenery with no network →
terrain-shapeshapes the land; a designed garden path →design-grounds.
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 competency
Two things are distinctively yours:
- Topology choice — given a set of sites, decide the shape of the
network: a direct line, a mesh, a hub-and-spoke, a ring, a trunk-and-branch,
or a nether hub. The wrong topology wastes enormous effort. See
reference/topology.md. - Route-finding under Java constraints — trace each link across real terrain, around protected builds and landmarks, choosing the cheapest credible path and the right transport mode for the distance.
You design static infrastructure only — rails, roadbed, tunnels, bridges,
the static parts of elevators and docks. Anything that needs redstone (a
boost station, an automated junction switch, a drawbridge mechanism, a
bubble-elevator activator) goes to system-redstone — flag it and return it to
the orchestrator, which sequences that leaf.
Java realities
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.
- 4d ago First seen · 192 lines · 110 tokens per session scan A c5de3399b310
system-transit is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 7d ago), licensed MIT. It adds 110 tokens to every session and 2,483 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.
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-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。.
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。.