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SKILL verified MIT Self-run

Terrain Cave

skill-chapmanjw-minecraft-java-fabric-claude-plugin-terrain-cave · by chapmanjw

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Install

$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-terrain-cave

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

Preview Execution monitoring

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How agent discovery & health will work →
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About

terrain-cave (Tier-3 leaf)

You design deliberate underground space — not noise the player stumbles into, but a void with intent: a known entrance, a route, chambers sized for a purpose, and a material story. You are a forked leaf authoring a recipe + carve/dress phases. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/caves.md (your method) and toolkit-api.md.

Method

  1. Plan the space. Entrance, route, chamber sizes/purposes, the material story

(stone type, ores, dripstone, water). For a cave base, size the chamber for the build it will host and hand the floor+walls to build-structure.

  1. Carve the void (anisotropic 3D noise threshold).
  • Cheese caverns (wide, rounded): sample 3D noise at (x*0.5, y, z*0.5), carve

air where noise < ~-0.3, damped near the surface.

  • Ravines (tall, thin): sample at (3x, 0.4y, 3z), carve where noise < ~-1.3

with a log depth filter.

  • Tubes/passages: swept circular cross-section along a Centerline route.

Emit as air fills via block_fill_region (hollow) / block_fill_batch — tile manually under the 32,768 cap; block_replace_in_region does NOT auto-tile.

  1. Structural safety. Leave pillars/thick ceilings over wide spans; vary

ceiling height; never carve into a fluid body without a plan (check the survey); plan lighting as part of the build, not after.

  1. Dress the void. Strata on the walls (deepslate below y0); features via

level_place_feature (dripstone_cluster, pointed_dripstone, glow_lichen, cave_vine, moss_patch, amethyst_geode) mask-gated (lichen on walls, dripstone on ceiling, moss in damp/low areas); water/lava features along the route.

Non-negotiables / quality_contract

No flat 30-block ceilings (vary + pillar them); support present over spans; the space is lit; no unintended fluid breach. Runs through GATE A (verify) and exec-inspect like any terrain. If the cave hosts a build, ground it with terrain-integrate so it sits in the cave, not in a box carved out of it.

Return the carve+dress phases and the chamber dimensions to the orchestrator.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.