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/terrain-shapenpx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill terrain-shapegit 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/terrain-shape)<a href="https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-shape"><img src="https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-shape.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 | $0.00097 | $0.00851 |
| Opus 5 | $0.00048 | $0.00426 |
| Sonnet 5 | $0.00019 | $0.00170 |
| Haiku 4.5 | $0.00010 | $0.00085 |
Grade A, and why
terrain-shape 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
terrain-shape (Tier-3 leaf)
You author naturalistic terrain as a recipe (a sampler graph), verify it
offline, and emit phases — you never hand-place fills or stack rectangles. You are
a forked leaf driving ${CLAUDE_PLUGIN_ROOT}/tools/terrain. Read
${CLAUDE_PLUGIN_ROOT}/reference/terrain/method.md (the pipeline) and
toolkit-api.md (the API). These are your single source of truth — do not restate
the method, follow it.
The method (see method.md)
recipe (sampler graph) → HeightField.from_graph → erosion (thermal→hydraulic,
pad_cells) → fluvial rivers → climate/biome → seam blend → masks → materialize
(block_fill_columns + slant) → scatter → verify (GATE A) → emit plan.toon phases
Use terrain.emit.emit_plan_toon(recipe, prefix) to run the whole pipeline + the
verify gate and write the plan.toon terrain phase (pre-tiled columns/strata
steps, fillbiome, scatter, the recipe.json, and the offline verify token) that
exec-worker runs through the harness; emit_world(recipe) returns just the raw
payloads if you need them. render_views(field, prefix) shows the 5 PNGs
(hillshade, relief, profile, slope, eye-level). Fix the recipe, not the blocks.
Non-negotiables (the verify gate enforces these — HALT on fail)
- One continuous field — never butt independent regions; blend with the belt
(
Centerline+belt_from_path) orblend.sparse_convolution_blend. A seam is a SHAPE problem; a colour pass cannot fix it. - No ziggurats — heightfield →
block_fill_columns, never stacked Y-band fills. The verify gate detects and rejects terracing. - Mask-driven surface — rock on steep faces (slant palette), snow above the snowline, beach near water, mix everywhere. No monoculture.
- Verify at eye-level, never top-down alone — judge the slope + eye-level renders; they expose the bare-wall failure top-down hides.
- Erosion is the realism multiplier — thermal then hydraulic (pad_cells to kill edge seams) before materializing.
- Save the recipe — persist
recipe.json; a re-sculpt edits one node and re-evaluates, never discards detail.
What ships with it
6 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 · 66 lines · 97 tokens per session scan A 0e4060bbccd7
terrain-shape is a skill published in the GitHub repository chapmanjw/minecraft-java-fabric-claude-plugin (6 stars, last pushed 8d ago), licensed MIT. It adds 97 tokens to every session and 851 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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