Install
$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-terrain-cave ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →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
- 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.
- 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 wherenoise < ~-1.3
with a log depth filter.
- Tubes/passages: swept circular cross-section along a
Centerlineroute.
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.
- 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.
- 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.
- Author: chapmanjw
- Source: chapmanjw/minecraft-java-fabric-claude-plugin
- License: MIT
- Homepage: https://github.com/chapmanjw/minecraft-java-fabric-mcp-server
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.