1211-neoforge-modding

1211-neoforge-modding is a skill for Claude Code, Codex from code-onigiri/mc-modding-skill. It costs 127 tokens per session (2,515 once invoked), scanned A, original, MIT.

A development guide for creating Minecraft 1.21.1 mods with NeoForge, a Minecraft modding framework. It covers registering content, generating data, networking, capabilities, and crash diagnosis.

In plain words
What is it for?
Use it to add blocks, items, entities, recipes, loot tables, advancements, data generation, payload networking, or persistent entity and world data.
Why use it?
It helps avoid version-specific mistakes in registries, client/server code, data saving, synchronisation, and network handling.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to add blocks, items, entities, recipes, loot tables, advancements, data…

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Install with agentmods
npx agentmods add skills/code-onigiri/mc-modding-skill/1211-neoforge-modding
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.

Any agent
npx skills add code-onigiri/mc-modding-skill --skill 1211-neoforge-modding
Clone the repo
git clone --depth 1 https://github.com/code-onigiri/mc-modding-skill

Made for: Claude Code, Codex.

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 1211-neoforge-modding

README.md
[![agentmods](https://agentmods.dev/badge/skills/code-onigiri/mc-modding-skill/1211-neoforge-modding.svg)](https://agentmods.dev/skills/code-onigiri/mc-modding-skill/1211-neoforge-modding)
Your own site
<a href="https://agentmods.dev/skills/code-onigiri/mc-modding-skill/1211-neoforge-modding"><img src="https://agentmods.dev/badge/skills/code-onigiri/mc-modding-skill/1211-neoforge-modding.svg" alt="Measured on agentmods" height="20"></a>
Per session 127 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,515 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 $0.00127 $0.02515
Opus 5 $0.00063 $0.01257
Sonnet 5 $0.00025 $0.00503
Haiku 4.5 $0.00013 $0.00251

Measured 6d ago against content hash f270fd1c58dd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

1211-neoforge-modding 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.

The scan reads SKILL.md. This mod also ships 5 executable files (scripts/check-build.sh, scripts/scaffold-asset-brief.sh, scripts/validate-datapack.sh, …), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

.agent/skills/1211-neoforge-modding/SKILL.md · 125 lines

How it starts

The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.

概要

このSkillは Minecraft 1.21.1 NeoForge 向けMod開発の標準パターンと落とし穴をまとめたものです。

✅ やるべきこと

  1. DeferredRegister + DeferredHolder(または型付きAPI)を使うDeferredRegister.createBlocks(MODID), DeferredRegister.createItems(MODID) などの型付きAPIが利用可能。
  2. DataGen を使う — 手書きJSONはミスとメンテナンスコストが爆発する。
  3. Parchmentでパラメータ名を補完neoForge { parchment { ... } } で設定。無効でも動作するが可読性が下がる。
  4. すべてのDeferredRegisterをメインModクラスのコンストラクタで modBus にregisterする — コンストラクタ引数 IEventBus modEventBus を使う。
  5. Block登録時はBlockItemも登録するDeferredRegister.Items.registerSimpleBlockItem("name", BLOCK) で簡易化可能。
  6. ResourceLocation.fromNamespaceAndPath(MODID, "path") を使うnew ResourceLocation(...) は非推奨。
  7. level.isClientSide() で論理サイド判定 — メソッド呼び出し形式(1.21.1以降)。
  8. Networkingのハンドラでは context.enqueueWork() でメインスレッドに戻す — ネットワークスレッドでワールド変更を行うとクラッシュ。
  9. Capability取得は直接メソッド呼び出しLazyOptional は廃止。level.getCapability(...) / entity.getCapability(...) で直接取得。
  10. BlockEntityのデータ変更時は setChanged() + level.sendBlockUpdated() を呼ぶ — どちらか欠けると保存/同期されない。
  11. Data ComponentsをItemStackのデータに使うpersistent(Codec) + networkSynchronized(StreamCodec) の両方を提供する。
  12. Data AttachmentはBlockEntity/Entity/Chunk用ItemStackには使えない。ItemStackにはData Componentを使う。
  13. sourceSets.main.resources { srcDir 'src/generated/resources' } を忘れない — DataGenの出力が読み込まれなくなる。
  14. @EventBusSubscriber でbus自動検出bus の明示が不要になったが、特定バスに限定したい場合 bus = Bus.MOD または Bus.GAME を指定。

❌ やってはいけないこと

  1. @OnlyIn をModコードで使わない — NeoForge内部専用。クライアント限定は @Mod(value = MODID, dist = Dist.CLIENT) または FMLClientSetupEvent で分離。
  2. new ResourceLocation(...) を使わないResourceLocation.fromNamespaceAndPath() を使うこと。
  3. CapabilityにLazyOptionalを使わない — 1.21.1では廃止。getCapability() は直接呼び出し。
  4. Data AttachmentをItemStackに使わない — ItemStackにはData Componentを使う。
  5. mods.toml ではなく neoforge.mods.toml — ファイル名を間違えるとModが認識されない。
  6. ModDevGradleの dependencies {}minecraftneoforge を書かないneoForge { version = ... } ブロックで解決される。
  7. runClientクラッシュ後は ./gradlew --stop — Daemonがポートを占有していることがある。
  8. Data Componentの Codec / StreamCodec を忘れない — ないとコンパイルエラーまたは実行時エラーになる。

Read the full file on GitHub · 125 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 · 125 lines · 127 tokens per session scan A f270fd1c58dd

Subscribe to this mod's changes

1211-neoforge-modding is a skill published in the GitHub repository code-onigiri/mc-modding-skill (2 stars, last pushed 2mo ago), licensed MIT. It adds 127 tokens to every session and 2,515 once invoked, about $0.0006 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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