generate-structures

generate-structures is a skill for Claude Code from ppak10/RocketSmith. It costs 68 tokens per session (9,827 once invoked), scanned A, original, MIT.

The first stage of a CAD pipeline that creates the basic 3D shapes and shells for printable parts from a component tree using build123d, a Python-based CAD tool.

In plain words
What is it for?
Use it to generate or refresh base STEP files for parts and assemblies before adding detail features.
Why use it?
It separates the main structural geometry from later details such as holes, pockets, and mounts, making the design easier to review and update.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions subagents.

Not installable: its command points at a path on the author’s own machine, so it runs nowhere else. The line is /Users/someone/rockets/my_rocket/step/....

Part of the rocketsmith plugin — 7 skills, 6 agents, 2 hooks shipped together

Good fit Use it to generate or refresh base STEP files for parts and assemblies before adding detail features.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.

Claude Code
/plugin marketplace add ppak10/RocketSmith
Claude Code
/plugin install rocketsmith

Made for: Claude Code.

Or install rocketsmith, the plugin that ships this one along with the rest of its 7 skills, 6 agents, 2 hooks.

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 generate-structures

README.md
[![agentmods](https://agentmods.dev/badge/skills/ppak10/rocketsmith/generate-structures/github.svg)](https://agentmods.dev/skills/ppak10/rocketsmith/generate-structures)
Your own site
<a href="https://agentmods.dev/skills/ppak10/rocketsmith/generate-structures"><img src="https://agentmods.dev/badge/skills/ppak10/rocketsmith/generate-structures/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.

agentmods 80×15 button for generate-structures

Your own site · 80×15
<a href="https://agentmods.dev/skills/ppak10/rocketsmith/generate-structures"><img src="https://agentmods.dev/badge/skills/ppak10/rocketsmith/generate-structures.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 9,827 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 $0.00068 $0.09827
Opus 5.5 $0.00027 $0.03931
Sonnet 5.5 $0.00014 $0.01965
Haiku 4.5 $0.00007 $0.00983

Measured 1mo ago against content hash b6c8b039fedf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

generate-structures 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.

skills/generate-structures/SKILL.md · 553 lines

How it starts

The opening of the file, as written. The whole thing — 553 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Generate Structures

Overview

generate-structures is Pass 1 of the CAD pipeline. It takes a component tree and produces the base geometry for every printable part — the structural shell. Pass 2 (modify-structures) then adds detail features like holes, pockets, and mounts on top of these base STEPs.

The separation matters because:

  • Iteration speed — changing a hole pattern doesn't require regenerating the structural shell
  • Review boundaries — you can verify the base geometry is correct before committing to detail features
  • Clean mental model — structural decisions (diameters, walls, fusion) are separate from detail decisions (retention, mounts, vents)

This skill is rocketry-agnostic — it knows about build123d and parts and assemblies, not about nose cones and fins. The manifest's feature blocks drive what gets built.

Core principle: Read the manifest, trust the manifest. Every geometric decision was made by the DFx skill. generate-structures is a faithful executor, not a designer.

When to Use

  • component_tree.json exists at <project_root>/gui/component_tree.json and needs Pass 1 geometry
  • A base STEP file is missing or out of sync with its feature block
  • The user asks to regenerate structural geometry

Inputs

<project_root>/gui/component_tree.json — the authoritative parts list (populated by manufacturing_annotate_tree, never hand-edited). Specifically the parts[].features block for each part. Do not read the modifications block — that's modify-structures' job.

Output

  • <project_root>/cadsmith/source/<name>.py — one parametric script per part (base geometry only)
  • <project_root>/cadsmith/step/<name>.step — the STEP file exported by each script
  • <project_root>/gui/assets/png/<name>.png — isometric PNG thumbnail of each part for visual verification

Steps

1. Load the Manifest

manifest = read_json("<project_root>/gui/component_tree.json")

Verify it has schema_version, parts, directories, and assemblies. If anything is missing, stop and ask the design-for-additive-manufacturing skill to regenerate the manifest — do not fill in missing fields.

Read the full file on GitHub · 553 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. 1mo ago First seen · 553 lines · 68 tokens per session scan A b6c8b039fedf

Subscribe to this mod's changes

generate-structures is a skill published in the GitHub repository ppak10/RocketSmith (21 stars, last pushed 5mo ago), licensed MIT. It adds 68 tokens to every session and 9,827 once invoked, about $0.0003 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 2026-08-30.

Related

Other skills, from other repositories

gen-assembly

Generate a PartCAD assembly (an ASSY that composes parts with placement and/or mates) from a description, writing down what it is required to be, generating or reusing the component parts and validating the result with the PartCAD CLI. Use for /pc:gen-assembly or when the user asks to generate or create an assembly…

partcad/partcad · 80 tokens

add-interfaces

Enrich an existing PartCAD part with connection interfaces and ports (mating metadata) so it can be mated to other parts automatically. Use for /pc:add-interfaces or when the user asks to add interfaces, ports, connectors, or mating information to a part, or to make parts snap/connect/assemble together.

partcad/partcad · 69 tokens

gen-part

Generate a PartCAD part from a natural-language description (and optional reference images/requirements) by writing down what it is required to be, authoring a CAD script, and validating it with the PartCAD CLI. Use for /pc:gen-part or when the user asks to generate, create, or model a single mechanical part.

partcad/partcad · 70 tokens

render

Render a PartCAD object or a CAD file to a 2D image - PNG, JPEG, SVG or DXF - from one or many viewing angles (front, back, left, right, top, bottom, iso, or an arbitrary direction), with pc render for an object a package declares or pc adhoc render for a file that belongs to no package. Use for /pc:render or when the…

partcad/partcad · 168 tokens

validate

Validate a PartCAD part, assembly, scene or sketch against the requirements its requirements: section declares - run pc test for the ports, interfaces and physics PartCAD measures, run every simulation, render it from every angle that matters with its ports and interfaces drawn, read the bill of materials and the…

partcad/partcad · 114 tokens

search

Find existing PartCAD parts and assemblies in the catalog that match a natural-language query, using the PartCAD CLI (pc search), then present the matches and optionally inspect or render a chosen one. Use for /pc:search or when the user asks to search, find, look up, or discover a part or assembly.

partcad/partcad · 68 tokens