mining

mining is a skill for Claude Code, Codex from thevibeworks/claude-code-docs. It costs 13 tokens per session (318 once invoked), scanned A, a copy of mining, MIT.

A short Minecraft 1.20 guide for finding and mining diamond ore. Minecraft is a block-building survival game where ore location, tools, and movement affect mining results.

In plain words
What is it for?
Planning diamond-mining routes, choosing the required pickaxe, descending to the right depth, and searching new areas after exhausting a vein.
Why use it?
It provides the key depth, tool, and relocation advice needed to avoid wasting time and losing the ore.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/thevibeworks/claude-code-docs/mining
Any agent
npx skills add thevibeworks/claude-code-docs --skill mining
Clone the repo
git clone --depth 1 https://github.com/thevibeworks/claude-code-docs

Made for: Claude Code, Codex.

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 mining

README.md
[![agentmods](https://agentmods.dev/badge/skills/thevibeworks/claude-code-docs/mining.svg)](https://agentmods.dev/skills/thevibeworks/claude-code-docs/mining)
Your own site
<a href="https://agentmods.dev/skills/thevibeworks/claude-code-docs/mining"><img src="https://agentmods.dev/badge/skills/thevibeworks/claude-code-docs/mining.svg" alt="Measured on agentmods" height="20"></a>
Per session 13 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 318 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 100% copy Near-identical to another mod 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 $0.00013 $0.00318
Opus 5 $0.00006 $0.00159
Sonnet 5 $0.00003 $0.00064
Haiku 4.5 $0.00001 $0.00032

Measured yesterday against content hash 252376d04471, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

mining 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 yesterday.

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.

Origin

This is a copy

100% identical to mining — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

content/github/cwc-workshops/agent-battle/skills/mining/SKILL.md · 31 lines

What it actually says

Diamond ore generation peaks at y ≈ -58 in Minecraft 1.18+. The pre-1.18 advice of y=11 is obsolete.

Below y=0, the ore is almost always deepslate_diamond_ore, not diamond_ore — search for both names.

An iron_pickaxe is required — diamond ore mined with a stone_pickaxe or weaker drops nothing. Craft the iron_pickaxe (3 iron_ingot + 2 sticks at a placed crafting_table) before mining diamond. A diamond_pickaxe is not required.

To descend quickly, call go_near with your current x/z and a deep y (e.g. {"pos": {"x": <x>, "y": -55, "z": <z>}}) — the pathfinder digs straight down in one action. Don't mine_block stone repeatedly to descend; it wastes turns and pickaxe durability.

After exhausting a vein, relocatego_near to a position 30+ blocks away horizontally at the same y before searching again. Diamond veins do not cluster; tunneling the same corridor repeatedly wastes turns.

(This skill is intentionally minimal. It's an example of what attaching a skill does — it puts these facts in the agent's context. Edit this file to add more, or write strategy directly in your AGENT['system'] prompt.)

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. yesterday First seen · 31 lines · 13 tokens per session scan A 252376d04471

Subscribe to this mod's changes

mining is a skill published in the GitHub repository thevibeworks/claude-code-docs (39 stars, last pushed today), licensed MIT. It adds 13 tokens to every session and 318 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to mining, differing in 0 lines, and is treated as a copy.

Related

Other skills, from other repositories

ue-official-mcp-5.8.0

Use when driving a running Unreal Engine 5.8.0 editor over the official UE MCP server — to pick the correct toolset and tool for an editor-automation task (spawn/edit actors, Blueprints, materials, Niagara, animation/Sequencer, meshes, GAS, UMG, StateTree, data tables, run automation tests, inspect Slate, etc.).…

tc-imba/ue-official-mcp · 145 tokens

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.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

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.

Donchitos/Claude-Code-Game-Studios · 35 tokens

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…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens