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Terrain Ecology

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

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Install

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

✓ 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

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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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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):

  1. Load the field + its BiomeField (the orchestrator passes the recipe/biome

plan). Do not re-decide the biomes — match them.

  1. 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.

  1. For layered realism, run canopy → understory → ground-cover passes; for rocks/

deadfall use structure_load_to_world with integrity 0.8–0.95.

  1. Emit the placements into plan.toon as scatter ops (exec-worker drives

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 placelevel_place_feature ids 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.

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

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Versions

  • v0.1.0 Imported from the upstream source.