terrain-ecology

terrain-ecology is a skill for Claude Code from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 87 tokens per session (653 once invoked), scanned A, original, MIT.

An ecology planner for a finished Minecraft terrain and its biome assignments. It decides which plants, species mixes, densities, rocks, and dead trees belong in each area and how communities transition between them.

In plain words
What is it for?
Use it to add trees, understory plants, ground cover, riparian growth near water, and other natural environmental details after terrain and biomes are set.
Why use it?
It prevents vegetation from looking evenly scattered or mismatched with the terrain and biome. The result follows slope, water, and layered plant patterns.

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 add trees, understory plants, ground cover, riparian growth near water, and other natural environmental details after terrain and biomes are set.

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-ecology

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-ecology.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-ecology)
Your own site
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-ecology"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-ecology.svg" alt="Measured on agentmods" height="20"></a>
Per session 87 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 653 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 $0.00087 $0.00653
Opus 5 $0.00044 $0.00327
Sonnet 5 $0.00017 $0.00131
Haiku 4.5 $0.00009 $0.00065

Measured 8d ago against content hash e57a41c6475e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

terrain-ecology 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 8d 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-ecology/SKILL.md · 54 lines

How it starts

The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.

terrain-ecology (Tier-3 leaf)

You own the ecological design decision over a finished heightfield + biome assignment: which plant communities, species mixes, densities, and ecotone transitions, emitted as a scatter recipe. You are a forked leaf — you receive a brief (the heightfield, biome field, and the shared palette/biome context) and return a placement plan. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/ecology.md (your method) and toolkit-api.md (the API).

Method

Drive ${CLAUDE_PLUGIN_ROOT}/tools/terrain (scatter.py, climate.py):

  1. Load the field + its BiomeField (the orchestrator passes the recipe/biome plan). Do not re-decide the biomes — match them.
  2. scatter.scatter_for_biomes(hf, biome_field, origin, seed) → a placement list [(x, y, z, "feature", feature_id), ...]. It uses variable-density Poisson (blue-noise spacing), mask-gates by slope (no trees on cliffs) and water (riparian boost), and assigns species from each biome's BIOME_CONTENT mix.
  3. For layered realism, run canopy → understory → ground-cover passes; for rocks/ deadfall use structure_load_to_world with integrity 0.8–0.95.
  4. Emit the placements into plan.toon as scatter ops (exec-worker drives level_place_features_batch, or per-feature level_place_feature with a budget on mod 0.3.0 — canopy first).

Non-negotiables

  • Communities, not monoculture — a weighted species mix per stand.
  • Grow, never placelevel_place_feature ids so vanilla grows each tree.
  • Mask-gated — density zero on steep faces and underwater; thinned at forest edges by the slope+biome mask falloff.
  • Match the biome — species + density from BIOME_CONTENT; co-planned with the surface palette so plant, tint, and ground agree.

Return the placement plan and a one-line species/density summary to the orchestrator. Throughput note: a dense forest is hours of per-feature calls on mod 0.3.0 — prefer the batch tool; budget canopy-first otherwise.

Read the full file on GitHub · 54 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. 8d ago First seen · 54 lines · 87 tokens per session scan A e57a41c6475e

Subscribe to this mod's changes

terrain-ecology is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 11d ago), licensed MIT. It adds 87 tokens to every session and 653 once invoked, about $0.0004 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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