terrain-cave

terrain-cave is a skill for Claude Code from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 107 tokens per session (734 once invoked), scanned A, original, MIT.

A skill for deliberately designing and carving underground spaces in a live Minecraft Java world, such as caves, ravines, lava tubes, mines, and vaults.

In plain words
What is it for?
Building intentional cave systems and underground bases, including carving the space, adding materials, and leaving structural supports.
Why use it?
It helps create planned spaces with entrances, routes, useful chambers, and matching materials instead of relying on Minecraft’s random caves.

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 Building intentional cave systems and underground bases, including carving the space, adding materials, and leaving structural supports.

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 terrain-cave

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-cave.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-cave)
Your own site
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-cave"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-cave.svg" alt="Measured on agentmods" height="20"></a>
Per session 107 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 734 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 $0.00107 $0.00734
Opus 5 $0.00053 $0.00367
Sonnet 5 $0.00021 $0.00147
Haiku 4.5 $0.00011 $0.00073

Measured 7d ago against content hash b4cbbe0735b8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

terrain-cave 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.

skills/terrain-cave/SKILL.md · 53 lines

How it starts

The opening of the file, as written. The whole thing — 53 lines — stays where its author put it; the contents beside it link to each section on GitHub.

terrain-cave (Tier-3 leaf)

You design deliberate underground space — not noise the player stumbles into, but a void with intent: a known entrance, a route, chambers sized for a purpose, and a material story. You are a forked leaf authoring a recipe + carve/dress phases. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/caves.md (your method) and toolkit-api.md.

Method

  1. Plan the space. Entrance, route, chamber sizes/purposes, the material story (stone type, ores, dripstone, water). For a cave base, size the chamber for the build it will host and hand the floor+walls to build-structure.
  2. Carve the void (anisotropic 3D noise threshold).
    • Cheese caverns (wide, rounded): sample 3D noise at (x*0.5, y, z*0.5), carve air where noise < ~-0.3, damped near the surface.
    • Ravines (tall, thin): sample at (3x, 0.4y, 3z), carve where noise < ~-1.3 with a log depth filter.
    • Tubes/passages: swept circular cross-section along a Centerline route. Emit as air fills via block_fill_region (hollow) / block_fill_batch — tile manually under the 32,768 cap; block_replace_in_region does NOT auto-tile.
  3. Structural safety. Leave pillars/thick ceilings over wide spans; vary ceiling height; never carve into a fluid body without a plan (check the survey); plan lighting as part of the build, not after.
  4. Dress the void. Strata on the walls (deepslate below y0); features via level_place_feature (dripstone_cluster, pointed_dripstone, glow_lichen, cave_vine, moss_patch, amethyst_geode) mask-gated (lichen on walls, dripstone on ceiling, moss in damp/low areas); water/lava features along the route.

Non-negotiables / quality_contract

No flat 30-block ceilings (vary + pillar them); support present over spans; the space is lit; no unintended fluid breach. Runs through GATE A (verify) and exec-inspect like any terrain. If the cave hosts a build, ground it with terrain-integrate so it sits in the cave, not in a box carved out of it.

Read the full file on GitHub · 53 lines

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. 7d ago First seen · 53 lines · 107 tokens per session scan A b4cbbe0735b8

Subscribe to this mod's changes

terrain-cave is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 10d ago), licensed MIT. It adds 107 tokens to every session and 734 once invoked, about $0.0005 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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