Official agent skill

Minecraft Plugin Development

by github in github/awesome-copilot

A skill your agent uses when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena…

OfficialMITAuto-check passedAgent Workflows

Install Minecraft Plugin Development

skills CLI
$ npx skills add github/awesome-copilot --skill minecraft-plugin-development -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install github/awesome-copilot minecraft-plugin-development --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/github/awesome-copilot.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/minecraft-plugin-development .claude/skills/minecraft-plugin-development && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
minecraft-plugin-development
GitHub stars
40k
Used in
1 other repo
Token cost
~3.2k tokens
SKILL.md length
1,411 words
Files
9 (incl. references)
Skills in repo
417
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena…

  • Works in 5 steps: Identify the server API and version… → Identify the build system and Java… → Inspect plugin.yml, the main plugin… → …
  • Modifying Minecraft server plugins for Paper
  • SKILL.md covers Scope, Default Working Style, Project Discovery Checklist and Core Rules, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Minecraft Plugin Development is an agent skill from github/awesome-copilot, published by the product's own GitHub organization. Use this skill when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage. Trigger for requests like "build a Minecraft plugin", "add a Paper command", "fix a Bukkit listener", "create plugin.yml", "implement a minigame mechanic", "add a perk or quest system", or "debug server plugin…

Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including reference files (for example `references/bootstrap-registration.md`, `references/build-test-and-runtime-validation.md` and `references/config-data-and-async.md`).

It sits in Agent Workflows, covering Hooks and plugins. The repository describes itself as: Community-contributed instructions, agents, skills, and configurations to help you make the most of GitHub Copilot. The licence is MIT.

When your agent uses it

  • Modifying Minecraft server plugins for Paper
  • Including plugin.yml setup
  • Persistent progression
  • Configuration files

Example prompts

  • “build a Minecraft plugin”
  • “add a Paper command”
  • “fix a Bukkit listener”
  • “/minecraft-plugin-development”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Identify the server API and version target.
  2. Identify the build system and Java version.
  3. Inspect plugin.yml, the main plugin class, and command or listener registration.
  4. Map the gameplay flow before editing code
  5. Make the smallest coherent change that keeps registration, config, and runtime behavior aligned.

What it can do on your machine

Read from SKILL.md and the folder at commit 727ff2e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are java and yaml).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Minecraft Plugin Development loads about 3.2k tokens when it runs, and up to ~13k if it reads all its reference files. Until then it costs about 140 tokens; SKILL.md has 1,411 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~140
When it runs · the whole SKILL.md, loaded when a task matches
~3.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~13k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from github/awesome-copilot at commit 727ff2e, republished under its MIT licence (© github). 1,411 words, ~3,187 tokens.

Download SKILL.mdSave it as .claude/skills/minecraft-plugin-development/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
minecraft-plugin-development
description
Use this skill when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage. Trigger for requests like "build a Minecraft plugin", "add a Paper command", "fix a Bukkit listener", "create plugin.yml", "implement a minigame mechanic", "add a perk or quest system", or "debug server plugin behavior".

Minecraft Plugin Development

Use this skill for Minecraft server plugin work in the Paper, Spigot, and Bukkit ecosystem.

This skill is especially useful for gameplay-heavy plugins such as combat systems, wave or boss encounters, war or team modes, arenas, kit systems, cooldown-based abilities, scoreboards, and config-driven game rules.

For grounded implementation patterns drawn from real Paper plugins, load these references as needed:

Scope

  • In scope: Paper, Spigot, Bukkit plugin development
  • In scope: plugin.yml, commands, tab completion, listeners, schedulers, configs, permissions, Adventure text, player state, minigame flow, arena instances, map copies, loot, waves, persistent profiles, perks, buffs, quests, economy, and PvP/PvE game loops
  • In scope: Java-based server plugin architecture, debugging, refactoring, and feature implementation
  • Out of scope by default: Fabric mods, Forge mods, client mods, Bedrock add-ons

If the user says "Minecraft plugin" but the stack is unclear, first determine whether the project is Paper/Spigot/Bukkit or a modding stack.

Default Working Style

When this skill triggers:

  1. Identify the server API and version target.
  2. Identify the build system and Java version.
  3. Inspect plugin.yml, the main plugin class, and command or listener registration.
  4. Map the gameplay flow before editing code:
    • player lifecycle
    • game phases
    • timers and scheduled tasks
    • team, arena, or match state
    • config and persistence
  5. Make the smallest coherent change that keeps registration, config, and runtime behavior aligned.

If the plugin is gameplay-heavy or stateful, read references/project-patterns.md and references/state-sessions-and-phases.md before editing.

If the task touches arena isolation, map instances, chest or resource refills, wave spawning, route voting, spectator visibility, or game-specific chat, also read references/minigame-instance-flow.md.

If the task touches persistent player progression, profile saves, economy rewards, perks, buffs, quests, custom combat events, or long-running shared PvP servers, also read references/persistent-progression-and-events.md.

If the task touches build files, plugin.yml metadata, shaded dependencies, generated resource output, deployment to a test server, optional plugin integrations, or release validation, also read references/build-test-and-runtime-validation.md.

Project Discovery Checklist

Check these first when present:

  • plugin.yml
  • pom.xml, build.gradle, or build.gradle.kts
  • the plugin main class extending JavaPlugin
  • command executors and tab completers
  • listener classes
  • config bootstrap code for config.yml, messages, kits, arenas, or custom YAML files
  • generated resource output such as target/classes, build/resources, or copied plugin jars
  • scheduler usage through Bukkit scheduler APIs
  • any player data, team state, arena state, or match state containers

Core Rules

Prefer the concrete server API in the repo
  • If the project already targets Paper APIs, keep using Paper-first APIs instead of downgrading to generic Bukkit unless compatibility is explicitly required.
  • Do not assume an API exists across all versions. Check the existing dependency and surrounding code style first.
Keep registration in sync

When adding commands, permissions, or listeners, update the relevant registration points in the same change:

  • plugin.yml
  • plugin startup registration in onEnable
  • any permission checks in code
  • any related config or message keys
Respect main-thread boundaries
  • Do not touch world state, entities, inventories, scoreboards, or most Bukkit API objects from async tasks unless the API explicitly permits it.
  • Use async tasks for external I/O, heavy computation, or database work, then switch back to the main thread before applying gameplay changes.
Model gameplay as state, not scattered booleans

For gameplay plugins, prefer explicit state objects over duplicated flags:

  • match or game phase
  • player role or class
  • cooldown state
  • team membership
  • arena assignment
  • alive, eliminated, spectating, or queued state

When the feature affects match-heavy minigames or persistent-brawl gameplay, look for hidden state transitions first before patching symptoms.

For multi-arena plugins, isolate per-game visibility, chat recipients, scoreboards, loot, and entity ownership. Do not let one arena observe or mutate another arena by accident.

Favor config-driven values

When the feature includes damage, cooldowns, rewards, durations, messages, map settings, or toggles:

  • prefer config-backed values over hardcoding
  • provide sensible defaults
  • keep key names stable and readable
  • validate or sanitize missing values
Be careful with reload behavior
  • Avoid promising safe hot reload unless the code already supports it well.
  • On config reload, ensure in-memory caches, scheduled tasks, and gameplay state are handled consistently.

Implementation Patterns

Commands

For new commands:

  • add the command to plugin.yml
  • implement executor and tab completion when needed
  • validate sender type before casting to Player
  • separate parsing, permission checks, and gameplay logic
  • send clear player-facing feedback for invalid usage

Minimal registration shape:

yaml
commands:
  arena:
    description: Join or leave an arena
    usage: /arena <join|leave>
java
@Override
public void onEnable() {
    ArenaCommand command = new ArenaCommand(gameService);
    PluginCommand arena = getCommand("arena");
    if (arena != null) {
        arena.setExecutor(command);
        arena.setTabCompleter(command);
    }
}
Listeners

For event listeners:

  • guard early and return early
  • check whether the current player, arena, or game phase should handle the event
  • avoid doing expensive work in hot events such as move, damage, or interact spam
  • centralize repeated checks where practical
Show full SKILL.md (565 more words)Show less
Scheduled Tasks

For timers, rounds, countdowns, cooldowns, or periodic checks:

  • store task handles when cancellation matters
  • cancel tasks on plugin disable and when a match or arena ends
  • avoid multiple overlapping tasks for the same gameplay concern unless explicitly intended
  • prefer one authoritative game loop over many loosely coordinated repeating tasks
  • ensure countdown or refill tasks self-cancel when the game leaves the expected state

Main-thread handoff shape:

java
Bukkit.getScheduler().runTaskAsynchronously(plugin, () -> {
    PlayerData data = repository.load(playerId);
    Bukkit.getScheduler().runTask(plugin, () -> {
        Player player = Bukkit.getPlayer(playerId);
        if (player != null && player.isOnline()) {
            scoreboard.update(player, data);
        }
    });
});
Player and Match State

For per-player or per-match state:

  • define ownership clearly
  • clean up on quit, kick, death, match end, and plugin disable
  • avoid memory leaks from stale maps keyed by Player
  • prefer UUID for persistent tracking unless a live player object is strictly needed
Text and Messages

When the project uses Adventure or MiniMessage:

  • follow the existing formatting approach
  • avoid mixing legacy color codes and Adventure styles without a reason
  • keep message templates configurable when messages are gameplay-facing

High-Risk Areas

Pay extra attention when editing:

  • damage handling and custom combat logic
  • death, respawn, spectator, and elimination flow
  • arena join and leave flow
  • scoreboard or boss bar updates
  • inventory mutation and kit distribution
  • async database or file access
  • economy, quest, perk, and profile mutation
  • custom event dispatch or extension registries
  • version-sensitive API calls
  • shutdown and cleanup in onDisable
  • cross-arena visibility, chat, and broadcast isolation
  • map copy, unload, and folder deletion logic
  • mob, NPC, projectile, or temporary entity ownership
  • chest or resource refill systems

Output Expectations

When implementing or revising plugin code:

  • produce runnable Java code, not pseudo-code, unless the user asks for design only
  • mention any required updates to plugin.yml, config files, build files, or resources
  • call out version assumptions explicitly
  • point out thread-safety or API-compatibility risks when they exist
  • preserve the project's existing conventions and folder structure

When the requested change touches plugin startup, async data, match flow, class systems, or rotating maps, consult the matching reference file before editing.

Validation Checklist

Before finishing, verify as many of these as the task allows:

  • the command, listener, or feature is registered correctly
  • plugin.yml matches the implemented behavior
  • imports and API types match the targeted server stack
  • scheduler usage is safe
  • config keys referenced in code exist or have defaults
  • state cleanup paths exist for match end, player quit, and plugin disable
  • per-arena chat, visibility, scoreboards, and broadcasts are isolated
  • temporary worlds, mobs, tasks, and generated resources are cleaned up
  • there are no obvious null, cast, or lifecycle hazards

Common Gotchas

  • Casting CommandSender to Player without checking
  • Updating Bukkit state from async tasks
  • Forgetting to register listeners or declare commands in plugin.yml
  • Using Player objects as long-lived map keys when UUID is safer
  • Leaving repeating tasks alive after a round, arena, or plugin shutdown
  • Hardcoding gameplay constants that should live in config
  • Assuming Paper-only APIs in a Spigot-targeted plugin
  • Treating reload as free even though stateful plugins often break under reload
  • Broadcasting, showing players, or applying scoreboard changes across unrelated game instances
  • Loading or mutating chest/container blocks before their chunks are available
  • Forgetting to unregister spawned mobs or temporary entities from the owning game
  • Editing generated files under target/classes or build/resources instead of source files under src/main/resources

Preferred Response Shape

For substantial requests, structure work like this:

  1. Current plugin context and assumptions
  2. Gameplay or lifecycle impact
  3. Code changes
  4. Required registration or config updates
  5. Validation and remaining risks

For small requests, keep the answer concise but still mention any needed plugin.yml, config, or lifecycle updates.

© github, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 8 other files (references) in skills/minecraft-plugin-development of github/awesome-copilot.

  • SKILL.md
  • references/bootstrap-registration.md
  • references/build-test-and-runtime-validation.md
  • references/config-data-and-async.md
  • references/maps-heroes-and-feature-modules.md
  • references/minigame-instance-flow.md
  • references/persistent-progression-and-events.md
  • references/project-patterns.md
  • references/state-sessions-and-phases.md

Open the folder on GitHubat commit 727ff2e

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in github/awesome-copilot, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Categories

Questions about Minecraft Plugin Development

What does Minecraft Plugin Development do?

A skill your agent uses when building or modifying Minecraft server plugins for Paper, Spigot, or Bukkit, including plugin.yml setup, commands, listeners, schedulers, player state, team or arena…. Minecraft Plugin Development is an agent skill from github/awesome-copilot, published by the product's own GitHub organization.yml setup, commands, listeners, schedulers, player state, team or arena systems, persistent progression, economy or profile data, configuration files, Adventure text, and version-safe API usage.

When should I use Minecraft Plugin Development?

Minecraft Plugin Development fits situations like: modifying Minecraft server plugins for Paper; including plugin.yml setup; persistent progression; configuration files.

How do I install Minecraft Plugin Development in Claude Code?

Run `npx skills add github/awesome-copilot --skill minecraft-plugin-development -a claude-code`. Or copy the skill folder (skills/minecraft-plugin-development in github/awesome-copilot) into .claude/skills/minecraft-plugin-development in your project. Claude Code loads it when a task matches its description.

How do I install Minecraft Plugin Development in Codex?

Run `npx skills add github/awesome-copilot --skill minecraft-plugin-development -a codex`. Or copy the skill folder (skills/minecraft-plugin-development in github/awesome-copilot) into .agents/skills/minecraft-plugin-development in your project. Codex loads it when a task matches its description.

Can I use Minecraft Plugin Development in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add github/awesome-copilot --skill minecraft-plugin-development -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/minecraft-plugin-development, .gemini/skills/minecraft-plugin-development, .github/skills/minecraft-plugin-development and .opencode/skills/minecraft-plugin-development in your project.

What does Minecraft Plugin Development need to run?

SKILL.md names no scripts, command-line tools or credentials: Minecraft Plugin Development is instructions for the agent only.

Does Minecraft Plugin Development access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Minecraft Plugin Development safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Minecraft Plugin Development use?

Minecraft Plugin Development is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Minecraft Plugin Development use?

About 3.2k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 9.8k tokens, read only when the agent opens those files.

What are the alternatives to Minecraft Plugin Development?

Skills that share tags, products or a category with Minecraft Plugin Development: Hook Development for Claude Code Plugins (anthropics/claude-plugins-official, 37k stars), Claude Code Agent Development (anthropics/claude-plugins-official, 37k stars), Claude Code Skill Developer Guide (diet103/claude-code-infrastructure-showcase, 10k stars) and Plugin Settings Pattern (anthropics/claude-plugins-official, 37k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Minecraft Plugin Development?

github (a GitHub organization, an official publisher) maintains it in github/awesome-copilot, which has 39,748 GitHub stars. The repository holds 417 skills in this directory. The repository was last updated on October 7, 2026.

Source: github/awesome-copilot on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.