proxy-network

proxy-network is a skill for Claude Code from Teddy563/mcwrench. It costs 155 tokens per session (846 once invoked), scanned A, original, MIT.

Instructions for connecting several Minecraft servers through a proxy such as Velocity, BungeeCord, or Waterfall. A proxy is the front server that sends players to connected servers such as a lobby or game server.

In plain words
What is it for?
Use it to configure server networks, lobby connections, player switching, proxy addresses, forwarding secrets, and backend server settings.
Why use it?
It prevents mismatched authentication, forwarding, and secret settings that can stop players from connecting or sharing their identity correctly.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the mcwrench plugin — 13 skills, 19 commands, 2 agents shipped together

Good fit Use it to configure server networks, lobby connections, player switching, proxy addresses, forwarding secrets, and backend server settings.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/teddy563/mcwrench/proxy-network
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 Teddy563/mcwrench --skill proxy-network
Clone the repo
git clone --depth 1 https://github.com/Teddy563/mcwrench

Made for: Claude Code.

Or install mcwrench, the plugin that ships this one along with the rest of its 13 skills, 19 commands, 2 agents.

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 proxy-network

README.md
[![agentmods](https://agentmods.dev/badge/skills/teddy563/mcwrench/proxy-network/github.svg)](https://agentmods.dev/skills/teddy563/mcwrench/proxy-network)
Your own site
<a href="https://agentmods.dev/skills/teddy563/mcwrench/proxy-network"><img src="https://agentmods.dev/badge/skills/teddy563/mcwrench/proxy-network/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 proxy-network

Your own site · 80×15
<a href="https://agentmods.dev/skills/teddy563/mcwrench/proxy-network"><img src="https://agentmods.dev/badge/skills/teddy563/mcwrench/proxy-network.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 155 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 846 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 $0.00155 $0.00846
Opus 5.5 $0.00062 $0.00338
Sonnet 5.5 $0.00031 $0.00169
Haiku 4.5 $0.00015 $0.00085

Measured 1mo ago against content hash 90cd23d4f435, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

proxy-network 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/proxy-network/SKILL.md · 78 lines

How it starts

The opening of the file, as written. The whole thing — 78 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Proxy / Network

Default proxy: Velocity (by the Paper team; TOML config, modern forwarding). Waterfall is in maintenance mode; BungeeCord is legacy. See references/velocity-modern-forwarding.md for the exact forwarding handshake — getting it wrong is the #1 network setup failure.

The forwarding contract (must all line up)

For a Velocity network with modern forwarding:

  1. Proxy velocity.toml: player-info-forwarding-mode = "modern" and forwarding-secret-file = "forwarding.secret".
  2. Secret: the proxy's forwarding.secret file contents must exactly equal each backend's paper-global.yml: proxies.velocity.secret.
  3. Backend paper-global.yml: proxies.velocity.enabled: true, matching secret, and proxies.velocity.online-mode equal to the proxy's online-mode.
  4. Backend server.properties: online-mode=false (the proxy handles authentication).
  5. Never also set spigot.yml: settings.bungeecord: true — Velocity + BungeeCord forwarding enabled together stops the backend from starting.

velocity.toml essentials

bind = "0.0.0.0:25565"
online-mode = true
player-info-forwarding-mode = "modern"
forwarding-secret-file = "forwarding.secret"

[servers]
lobby = "127.0.0.1:30066"
survival = "127.0.0.1:30067"
try = ["lobby"]

[forced-hosts]
"play.example.net" = ["lobby"]

[advanced]
compression-threshold = 256
login-ratelimit = 3000
  • Backends bind to internal/loopback ports; only the proxy port is public. Firewall the backend ports so players can't bypass the proxy (which would hit online-mode=false directly — a security hole).
  • try sets the initial-connect order; forced-hosts routes by hostname.

Troubleshooting map

Symptom Cause → fix
"Unable to connect you… invalid forwarding" secret mismatch or wrong forwarding mode → align secret + set modern both sides
Players join as offline UUID / skins broken backend online-mode=true, or proxies.velocity.online-mode mismatch → set backend online-mode=false, match proxy
Backend won't start BungeeCord and Velocity forwarding both enabled → disable one
Anyone can join backend directly as op backend port exposed publicly with online-mode=false → firewall to proxy only
Legacy BungeeCord network use ip_forward: true + bungeecord: true; do NOT also enable Velocity

Read the full file on GitHub · 78 lines

Files

What ships with it

1 file 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.

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 · 78 lines · 155 tokens per session scan A 90cd23d4f435

Subscribe to this mod's changes

proxy-network is a skill published in the GitHub repository Teddy563/mcwrench (1 stars, last pushed 6d ago), licensed MIT. It adds 155 tokens to every session and 846 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 2026-08-31.

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