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 jasonjgardner/blockbench-mcp-project --skill blockbench-particlesgit clone --depth 1 https://github.com/jasonjgardner/blockbench-mcp-projectWrote 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/jasonjgardner/blockbench-mcp-project/blockbench-particles)<a href="https://agentmods.dev/skills/jasonjgardner/blockbench-mcp-project/blockbench-particles"><img src="https://agentmods.dev/badge/skills/jasonjgardner/blockbench-mcp-project/blockbench-particles/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/jasonjgardner/blockbench-mcp-project/blockbench-particles"><img src="https://agentmods.dev/badge/skills/jasonjgardner/blockbench-mcp-project/blockbench-particles.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00139 | $0.02251 |
| Opus 5.5 | $0.00056 | $0.00900 |
| Sonnet 5.5 | $0.00028 | $0.00450 |
| Haiku 4.5 | $0.00014 | $0.00225 |
Grade A, and why
blockbench-particles 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 1mo 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 — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blockbench Particles
Blockbench has one particle system: Bedrock particle effects, the JSON format Snowstorm edits. Blockbench previews them with Wintersky when a particle keyframe on an animation's Effects track fires, optionally at a locator on a bone. The same files run in Minecraft Bedrock, and GeckoLib animations carry the same keyframes to a mod's particle handler. Nothing else in Blockbench (glTF, OBJ, Java block models, Hytale) exports particles.
Load blockbench-use first. Particles ride on animations, so load blockbench-animation when the model has no clip yet.
1. Decide What Carries the Effect
Ask for the destination if it is unknown; it decides everything below.
| Destination | Particles | Where the effect lives |
|---|---|---|
Bedrock entity or attachable (bedrock) |
Native | Particle JSON + locators in geometry + keyframes in animation JSON or controller states + particle_effects map in the client entity. See delivery. |
GeckoLib (geckolib_model) |
Keyframes only | Keyframes (effect, locator, script) export in the animation JSON; the mod's particle keyframe handler spawns real particles. Bedrock JSON here is only the Blockbench preview. |
| Generic Model / glTF, Java block/item, Hytale, OBJ | None | Fake the effect with geometry, emissive flipbook textures and bone keyframes, or leave it to the runtime. See non-particle targets. |
Also settle the trigger before building, because Bedrock treats the two differently:
- Animation keyframe (
manage_particle_keyframes): fire-and-forget. Good for one-shots (impact sparks, a poof on landing, hearts). A looping emitter fired this way never stops in game, and a looping clip starts another one every cycle. For a continuous effect keyed on a looping clip, uselooping: falsewithdurationequal to the clip length, keyed at 0. - Animation controller state: the game starts the emitters on state entry and ends them on exit. This is the right home for sustained loops (a burning state, a casting state). The MCP tools do not edit controllers; add the entry in Blockbench's Animation Controllers panel or in the controller JSON (delivery).
What ships with it
3 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.
- 1mo ago First seen · 85 lines · 139 tokens per session scan A 140f8e8e93a3
blockbench-particles is a skill published in the GitHub repository jasonjgardner/blockbench-mcp-project (27 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 139 tokens to every session and 2,251 once invoked, about $0.0006 per session on Opus 5.5. 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 2026-09-25.
blockbench-particles compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| blockbench-particlesjasonjgardner/blockbench-mcp-project | Skill | 27 | 1mo ago | Apache-2.0 | A | 139 | Claude Code |
| blockbench-mcp-modelingsosadly/blockbench-mcp | Skill | 65 | 9d ago | MIT | A | 150 | Claude Code, Codex |
| img2blockbenchorca-gamedev/img2blockbench | Skill | 30 | 16d ago | MIT | A | 106 | Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 18d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |