World of ClaudeCraft is a browser-based classic-style multiplayer online game with a persistent shared world that can also run locally or be controlled through a Python reinforcement-learning interface. Players can quest and raid in the online world, while developers can host it themselves and train AI agents to play. The catalogue skills, agents, instructions, hooks, and setting support workflows for interacting with and developing the game.
Borrowing it
Nothing to install: this file belongs to levy-street/world-of-claudecraft. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/levy-street/world-of-claudecraft/main/.claude/skills/asset-pipeline/SKILL.mdgit clone --depth 1 https://github.com/levy-street/world-of-claudecraftWrote 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/levy-street/world-of-claudecraft/asset-pipeline)<a href="https://agentmods.dev/skills/levy-street/world-of-claudecraft/asset-pipeline"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/asset-pipeline/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/levy-street/world-of-claudecraft/asset-pipeline"><img src="https://agentmods.dev/badge/skills/levy-street/world-of-claudecraft/asset-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 3 findings, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium MCP Rug Pull · line 83 npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.Fix: Pin the version: npx @scope/[email protected]
- medium MCP Rug Pull · line 84 npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.Fix: Pin the version: npx @scope/[email protected]
- medium MCP Rug Pull · line 85 npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.Fix: Pin the version: npx @scope/[email protected]
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 | $0.00000 | $0.02063 |
| Opus 5 | $0.00000 | $0.01032 |
| Sonnet 5 | $0.00000 | $0.00413 |
| Haiku 4.5 | $0.00000 | $0.00206 |
Grade A, and why
asset-pipeline 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 12d 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 — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Asset pipeline: generate, review, integrate
Full reference: scripts/asset_pipeline/CLAUDE.md. This is the operational loop.
0. Prerequisites
TRIPO_API_KEYin the repo-root.env(gitignored).OPENAI_API_KEYoptional (better concept images, skin--promptrepaints). Never commit.envor keys.- Confirm credits before spending:
node scripts/asset_pipeline/pipeline.mjs balance. A P1 image-to-model run is ~40 to 50 credits; rig 25; retarget 10 per animation.
1. Pick the lane
| Ask | Lane | Command core |
|---|---|---|
| Held weapon (sword, axe, staff, ...) | weapon | weapon --name <key_with_family> --prompt "..." |
| World object / building / scenery | prop | prop --name <key> --height <units> --prompt "..." [--building] |
| Mob / NPC / animated character | creature | creature --name <key> --prompt "..." |
| Player-class skin (texture swap) | skin | skin --class <cls> --suffix <x> --tripo --prompt "..." |
| League-style themed CHARACTER skin | skinmodel | skinmodel --class <cls> --theme "pool party" --name <key> |
| Free rig of a raw mesh (KayKit skeleton) | rig-manual | rig-manual --raw <job>/raw.glb --name <key> |
skinmodel is the flagship: it renders the REAL base class model, has gpt-image-2 redesign
that exact character around the theme (same identity, chibi proportions), builds it with
Tripo's best model (v3.1 + smart_low_poly), retargets the FULL KayKit clip vocabulary
in-place (so clips: kaykit([...]) drives it unchanged), and injects calibrated
handslot.r/.l bones (pose transplanted from the knight reference) so it holds weapons
through the game's own attach path. Review preview/held_attack.png to see it swing a sword.
Weapon keys MUST contain a family token (sword, dagger, staff, hammer, axe, halberd, spear,
scythe, wand) or the tests/held_weapon_models.test.ts contract fails. For skins,
--tripo --prompt "..." is the RECOMMENDED mode (real re-texturing); --recolor is the
cheap deterministic fallback, and a bare --prompt repaint needs OPENAI_API_KEY
(mode details: scripts/asset_pipeline/CLAUDE.md).
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.
- 12d ago First seen · 111 lines · 0 tokens per session scan A 8eafefcc6387
asset-pipeline is a skill published in the GitHub repository levy-street/world-of-claudecraft (2,251 stars, last pushed yesterday), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,063 tokens. 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 2026-08-30.
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).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.