terrain-shape

terrain-shape is a skill for Claude Code, Codex from chapmanjw/minecraft-java-fabric-claude-plugin. It costs 97 tokens per session (851 once invoked), scanned A, original, MIT.

A terrain generator for Minecraft Java worlds that creates connected natural landforms such as mountains, valleys, rivers, lakes, and coastlines. It builds the landscape from a reusable recipe and prepares it for execution.

In plain words
What is it for?
Use it to plan and generate natural-looking landscapes, including erosion, rivers, biome transitions, terrain materials, and scattered environmental features.
Why use it?
It avoids manually placing large areas of blocks or making terrain from repeated rectangles. Offline checks and rendered views help catch problems before the terrain is built in the world.

Skill for Claude CodeCodex

Installs and runs on its own, but its text points at files inside its plugin — anything it tells you to read at a ${CLAUDE_PLUGIN_ROOT} path is only there once the plugin is installed. Installing the plugin gets both.

Part of the minecraft-java plugin — 28 skills, 2 agents shipped together

Install

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.

agentmods
npx agentmods add skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-shape
Any agent
npx skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill terrain-shape
Clone the repo
git clone --depth 1 https://github.com/chapmanjw/minecraft-java-fabric-claude-plugin

Made for: Claude Code, Codex.

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-shape

README.md
[![agentmods](https://agentmods.dev/badge/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-shape.svg)](https://agentmods.dev/skills/chapmanjw/minecraft-java-fabric-claude-plugin/terrain-shape)
Your own site
<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>
Per session 97 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 851 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 $0.00097 $0.00851
Opus 5 $0.00048 $0.00426
Sonnet 5 $0.00019 $0.00170
Haiku 4.5 $0.00010 $0.00085

Measured 5d ago against content hash 0e4060bbccd7, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

skills/terrain-shape/SKILL.md · 66 lines

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)

  1. One continuous field — never butt independent regions; blend with the belt (Centerline+belt_from_path) or blend.sparse_convolution_blend. A seam is a SHAPE problem; a colour pass cannot fix it.
  2. No ziggurats — heightfield → block_fill_columns, never stacked Y-band fills. The verify gate detects and rejects terracing.
  3. Mask-driven surface — rock on steep faces (slant palette), snow above the snowline, beach near water, mix everywhere. No monoculture.
  4. Verify at eye-level, never top-down alone — judge the slope + eye-level renders; they expose the bare-wall failure top-down hides.
  5. Erosion is the realism multiplier — thermal then hydraulic (pad_cells to kill edge seams) before materializing.
  6. Save the recipe — persist recipe.json; a re-sculpt edits one node and re-evaluates, never discards detail.

Read the full file on GitHub · 66 lines

Files

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.

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. 5d ago First seen · 66 lines · 97 tokens per session scan A 0e4060bbccd7

Subscribe to this mod's changes

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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