terrain-integrate

terrain-integrate is a skill for Claude Code from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 86 tokens per session (1,548 once invoked), scanned A, original, MIT.

A Minecraft Java world-editing procedure that blends a completed build into the surrounding terrain.

In plain words
What is it for?
Use it to survey nearby materials, reshape the ground around a build, protect the build itself, and match the surrounding terrain and palette.
Why use it?
It removes the sharp boundary that can make a structure look placed on top of the landscape.

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

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-integrate

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-integrate.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-integrate)
Your own site
<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-integrate"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-integrate.svg" alt="Measured on agentmods" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,548 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00086 $0.01548
Opus 5 $0.00043 $0.00774
Sonnet 5 $0.00017 $0.00310
Haiku 4.5 $0.00009 $0.00155

Measured 6d ago against content hash f22ee7230e1a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

terrain-integrate 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 6d 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-integrate/SKILL.md · 111 lines

How it starts

The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.

terrain-integrate (Tier-3 leaf — the Integrate gate)

You remove the hard seam where a build meets untouched world. You are a forked leaf: you receive the footprint (a protect_box) and the surrounding survey, and you ground the build's edge. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/integration.md (your method). This skill is GATE B of the spine — every footprint-bearing build runs it before inspect.

Method

  1. Footprint + survey ring. Take the build's bounding box (protect_box) and survey a ring just outside it for the surrounding palette.
  2. Apron band. Define a band of apron_width columns (8–24) outside the protect box; erosion strength tapers smoothstep(0, apron_width, dist) from full at the build edge to zero at the band's outer edge.
  3. Erode the apron, protect the build. Thermal (+ light hydraulic) erosion over the apron only; the protect-box columns never change. Slumps the hard edge into a natural grade/talus.
  4. Re-materialize to the surrounding palette. Grass tracks the new surface, rock on newly-steepened faces, sediment/beach where it filled, water re-flood to sea level; blend build-palette → surrounding-palette across the taper.
  5. Dry-run → check → apply. ALWAYS run erosion with dry_run: true first. The dry-run returns height-delta stats (max_delta, mean_abs_delta, moved) — confirm the magnitude is sane (an apron slumps metres, not tens of metres) before re-running with dry_run: false. For a high-stakes seam, take the offline route instead (read → erode → render_views → apply) for a true visual pre-check. Under autonomy the dry-run check is the gate — no blind apply.

Erosion tools (mod ≥ 0.4.0)

  • Thermal, synchronous — block_erode_region (the default for aprons and foundations: deterministic talus collapse, sub-second). Region is origin{x,z}
    • width/length + floor_y (a column grid like block_fill_columns, ≤ 65,536 cols). Pass protect_box{x0,z0,x1,z1} = the build footprint, apron = taper width (the smoothstep band), surface + subsurface = the dominant surveyed blocks, and dry_run: true first.
  • Hydraulic, async — block_erode_hydraulic_start_status_result (for naturalising larger/coarser terrain with carved drainage). start returns a job_id; poll block_erode_hydraulic_status until state is DONE, then read block_erode_hydraulic_result. Same protect_box/apron/dry_run; region default 256×256, hard cap 512×512 (tile larger client-side).
  • Offline route (any mod, or for a true visual pre-check): read apron heights via block_get_top_y/block_scan_region, build a HeightField, erode_thermal
    • blend.weld/pad_crop_smooth over the apron in tools/terrain, render_views to verify, then materialise via block_fill_columns and repaint biomes with level_fill_biome.

Read the full file on GitHub · 111 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. 6d ago First seen · 111 lines · 86 tokens per session scan A f22ee7230e1a

Subscribe to this mod's changes

terrain-integrate is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 9d ago), licensed MIT. It adds 86 tokens to every session and 1,548 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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