Install
$ agentstack add skill-chapmanjw-minecraft-java-fabric-claude-plugin-terrain-ecology ✓ 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-ecology (Tier-3 leaf)
You own the ecological design decision over a finished heightfield + biome assignment: which plant communities, species mixes, densities, and ecotone transitions, emitted as a scatter recipe. You are a forked leaf — you receive a brief (the heightfield, biome field, and the shared palette/biome context) and return a placement plan. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/ecology.md (your method) and toolkit-api.md (the API).
Method
Drive ${CLAUDE_PLUGIN_ROOT}/tools/terrain (scatter.py, climate.py):
- Load the field + its
BiomeField(the orchestrator passes the recipe/biome
plan). Do not re-decide the biomes — match them.
scatter.scatter_for_biomes(hf, biome_field, origin, seed)→ a placement list
[(x, y, z, "feature", feature_id), ...]. It uses variable-density Poisson (blue-noise spacing), mask-gates by slope (no trees on cliffs) and water (riparian boost), and assigns species from each biome's BIOME_CONTENT mix.
- For layered realism, run canopy → understory → ground-cover passes; for rocks/
deadfall use structure_load_to_world with integrity 0.8–0.95.
- Emit the placements into
plan.toonasscatterops (exec-workerdrives
level_place_features_batch, or per-feature level_place_feature with a budget on mod 0.3.0 — canopy first).
Non-negotiables
- Communities, not monoculture — a weighted species mix per stand.
- Grow, never place —
level_place_featureids so vanilla grows each tree. - Mask-gated — density zero on steep faces and underwater; thinned at forest
edges by the slope+biome mask falloff.
- Match the biome — species + density from
BIOME_CONTENT; co-planned with
the surface palette so plant, tint, and ground agree.
Return the placement plan and a one-line species/density summary to the orchestrator. Throughput note: a dense forest is hours of per-feature calls on mod 0.3.0 — prefer the batch tool; budget canopy-first otherwise.
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.