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 skills add flamingrickpat/pm-minecraft --skill inventory_slotsgit clone --depth 1 https://github.com/flamingrickpat/pm-minecraftWrote 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/flamingrickpat/pm-minecraft/inventory_slots)<a href="https://agentmods.dev/skills/flamingrickpat/pm-minecraft/inventory_slots"><img src="https://agentmods.dev/badge/skills/flamingrickpat/pm-minecraft/inventory_slots.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 5.1 | $0.00054 | $0.00398 |
| Opus 5 | $0.00027 | $0.00199 |
| Sonnet 5 | $0.00011 | $0.00080 |
| Haiku 4.5 | $0.00005 | $0.00040 |
Grade A, and why
inventory-slots 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.
What it actually says
Read the Slot Layout Before You Touch Anything
The state delta always includes the held slot; the full layout is one call away.
Do this first
Before placing, mining, eating, or selecting a hotbar slot:
-
minecraft_inventory_slots()returns read-only JSON:slots: map ofinventory slot index -> {name} | null(empty slots are null)selectedHotbarSlot: which hotbar slot is activeheldItem: the item currently in handheldSlot: the inventory slot index of the held item
-
Decide with facts, not guesses: which tool is where, and is it in the hotbar (selectable) or in the main inventory (needs equip)?
Equip by exact name, then verify
minecraft_equip(item_name)selects the item by exact Mineflayer name.- Confirm the result and re-
minecraft_inventory_slotswhen a subsequent action matters (mining, eating).
Common mistakes this prevents
- Mining stone while holding cobblestone or an empty hand → the
unharvestableerror. Check the slot map, equip a pickaxe, retry. - Eating from the wrong slot because you assumed the stack location.
- Selecting a hotbar slot by guesswork instead of reading
selectedHotbarSlot.
Rules
- The slot index is your ground truth for the hand. If you're unsure what a tool call will act on, read the slots first.
minecraft_inventory_slotsis read-only and makes no state changes — call it freely.
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.
- 6d ago First seen · 42 lines · 54 tokens per session scan A 5e6151968d9d
inventory-slots is a skill published in the GitHub repository flamingrickpat/pm-minecraft (1 stars, last pushed 5d ago), licensed MIT. It adds 54 tokens to every session and 398 once invoked, about $0.0003 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.