Agent skill

Minecraft Modding

by Jahrome907 in Jahrome907/minecraft-agent-skills

Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1.

MITAuto-check passed

Install Minecraft Modding

skills CLI
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-code

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

GitHub CLI
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --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/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/minecraft-modding .claude/skills/minecraft-modding && 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-modding
GitHub stars
170
Token cost
~4.3k tokens
SKILL.md length
997 words
Files
6 (incl. scripts, references)
Skills in repo
13
Repo updated
First seen
Licence
MIT

At a glance

Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1.

  • Works in 12 steps: Identifying the Platform → Build & Test Commands → Project Layout (NeoForge) → …
  • Loader-based gameplay code and assets
  • SKILL.md covers Overview, 1. Identifying the Platform, 2. Build & Test Commands and 3. Project Layout (NeoForge), plus 11 more sections
  • Runs Shell scripts from its folder

What it does

Minecraft Modding is an agent skill from Jahrome907/minecraft-agent-skills. Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Use for loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders.

Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/common-patterns.md`, `references/fabric-api.md` and `references/forge-1.20.1-api.md`).

It works with Java and Gradle. The repository describes itself as: Minecraft AI agent skills and dual-target plugin bundle for Codex and Claude Code. The licence is MIT.

When your agent uses it

  • Loader-based gameplay code and assets
  • Use minecraft-multiloader when one codebase must target both modern loaders

Example prompts

  • “/minecraft-modding”

Requirements

  • A Bash shell
  • A credential in MY_BLOCK_KEY

Workflow steps

12 steps, taken from the step headings in SKILL.md.

  1. Identifying the Platform
  2. Build & Test Commands
  3. Project Layout (NeoForge)
  4. Project Layout (Forge 1.20.1)
  5. Project Layout (Fabric)
  6. Core Concepts Cheatsheet
  7. NeoForge Quick Patterns (26.x)
  8. Forge 1.20.1 Quick Patterns
  9. Fabric Quick Patterns
  10. JSON Asset Templates
  11. Data Generation
  12. Common Tasks Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit dd57c5a. 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

    Ships 1 file in scripts/ (Shell), which the agent can run.

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

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.neoforged.net
    • docs.fabricmc.net
    • docs.architectury.dev
    • minecraft.wiki

    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 Modding loads about 4.3k tokens when it runs, and up to ~18k if it reads all its reference files. Until then it costs about 65 tokens; SKILL.md has 997 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~65
When it runs · the whole SKILL.md, loaded when a task matches
~4.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~18k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from Jahrome907/minecraft-agent-skills at commit dd57c5a, republished under its MIT licence (© Jahrome907). 997 words, ~4,301 tokens.

Download SKILL.mdSave it as .claude/skills/minecraft-modding/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
minecraft-modding
description
Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Use for loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders.

Minecraft Modding Skill

Overview

Supported platforms:

PlatformMC VersionJavaBuild System
NeoForge26.x current; 1.21.11 examples retainedJava 25 current; Java 21 on 1.21.xGradle + ModDevGradle
Forge1.20.1 legacy laneJava 17Gradle + ForgeGradle 6
Fabric26.x current; 1.21.11 examples retainedJava 25 current; Java 21 on 1.21.xGradle + Fabric Loom
Architectury (multiloader)26.x or 1.21.xMatch MinecraftGradle + Architectury Loom

Always confirm the platform and Minecraft version from gradle.properties or build.gradle before writing any mod-specific code.

Minecraft 26.1 introduced Java 25 and unobfuscated game executables. For 26.x projects, start from the current loader generator or example mod and preserve its build layout. Do not copy the 1.21.11 mapping, Loom plugin, remapping task, or Java 21 snippets in this skill into a 26.x project. Fabric 26.x uses the non-remapping Loom path and official names; NeoForge 26.x should start from the current NeoForge generator. The detailed API references cover legacy 1.21.x examples unless a section explicitly says 26.x.

Routing Boundaries
  • Use when: the task is Java/Kotlin mod code, registry/event work, networking, datagen wiring, and loader APIs.
  • Do not use when: the task is command-only vanilla logic (minecraft-commands-scripting) or pure datapacks (minecraft-datapack).
  • Do not use when: the task targets Paper/Bukkit plugins (minecraft-plugin-dev).

1. Identifying the Platform

bash
# NeoForge project signature
grep -r "net.neoforged" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Forge 1.20.1 project signature
grep -r "net.minecraftforge" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Fabric project signature
grep -r "fabric" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Read mod ID and version
cat gradle.properties

Key files per platform:

  • NeoForge: src/main/resources/META-INF/neoforge.mods.toml, annotated @Mod main class
  • Forge 1.20.1: src/main/resources/META-INF/mods.toml, net.minecraftforge:forge dependency
  • Fabric: src/main/resources/fabric.mod.json, class implementing ModInitializer
  • Architectury: common/, fabric/, neoforge/ subprojects

2. Build & Test Commands

bash
# Build the mod jar
./gradlew build

# Run the Minecraft client to test
./gradlew runClient

# Run a dedicated server to test
./gradlew runServer

# Run game tests (NeoForge JUnit-style game tests)
./gradlew runGameTestServer

# Run data generation (generates JSON assets automatically)
./gradlew runData

# Remove this project's generated build outputs before a fresh rebuild
./gradlew clean

# Check for dependency updates (optional)
./gradlew dependencyUpdates

./gradlew build runs the project's configured build tasks. Candidate mod jars are usually under build/libs/, but task names and file names are project-specific. Check the build result, then identify the intended distributable before publishing it.


3. Project Layout (NeoForge)

src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               ← @Mod entry point
      block/
        ModBlocks.java         ← DeferredRegister.Blocks
        MyCustomBlock.java
      item/
        ModItems.java          ← DeferredRegister.Items
      entity/
        ModEntities.java       ← DeferredRegister.Entities
      menu/                    ← custom GUI containers
      recipe/
      worldgen/
      datagen/
        ModDataGen.java        ← GatherDataEvent handler
        providers/
    resources/
      META-INF/
        neoforge.mods.toml     ← mod metadata (renamed from mods.toml in NeoForge 1.20.5+)
      assets/<modid>/
        blockstates/           ← JSON blockstate definitions
        models/
          block/               ← block model JSON
          item/                ← item model JSON
        items/                 ← 1.21.x item-definition JSON
        textures/
          block/               ← 16×16 PNG textures
          item/
        lang/
          en_us.json           ← translation strings
      data/<modid>/
        recipe/                ← crafting recipe JSON (26.x)
        loot_table/
          blocks/              ← per-block loot table JSON
        tags/
          blocks/
          items/

4. Project Layout (Forge 1.20.1)

Use this layout only when minecraft_version=1.20.1 and the project depends on net.minecraftforge:forge. Forge 1.20.1 is not NeoForge: keep mods.toml, net.minecraftforge.* imports, Java 17, and ForgeGradle 6 patterns.

src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               <- @Mod entry point
      block/
        ModBlocks.java         <- DeferredRegister.Blocks
      item/
        ModItems.java          <- DeferredRegister.Items
      datagen/
        ModDataGen.java        <- GatherDataEvent handler
    resources/
      META-INF/
        mods.toml              <- Forge metadata
      assets/<modid>/          <- client assets
      data/<modid>/            <- server data using 1.20.1 paths

See references/forge-1.20.1-api.md before editing Forge 1.20.1 projects.

5. Project Layout (Fabric)

src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               ← implements ModInitializer
      client/
        MyModClient.java       ← implements ClientModInitializer
      block/
      item/
      mixin/                   ← Mixin classes
    resources/
      fabric.mod.json
      assets/<modid>/          ← same as NeoForge
      data/<modid>/            ← same as NeoForge
      <modid>.mixins.json      ← mixin configuration

6. Core Concepts Cheatsheet

Sides
  • Physical client – the game client JAR (has rendering code)
  • Physical server – the dedicated server JAR (no rendering)
  • Logical client – the client thread (handles rendering, input)
  • Logical server – the server thread (handles world simulation)
  • Code decorated with @OnlyIn(Dist.CLIENT) (NeoForge) or @Environment(EnvType.CLIENT) (Fabric) must NEVER run on the server.
Registries

Everything in Minecraft lives in a registry. Always register objects; never construct them at field initializer time outside a registry call. Use the mapping-appropriate registry constants for the loader you are editing:

TypeNeoForge / Mojang mappingsFabric / Yarn mappings
BlocksBuiltInRegistries.BLOCKRegistries.BLOCK
ItemsBuiltInRegistries.ITEMRegistries.ITEM
Entity typesBuiltInRegistries.ENTITY_TYPERegistries.ENTITY_TYPE
Block entity typesBuiltInRegistries.BLOCK_ENTITY_TYPERegistries.BLOCK_ENTITY_TYPE
Menu / screen-handler typesBuiltInRegistries.MENURegistries.SCREEN_HANDLER
Sound eventsBuiltInRegistries.SOUND_EVENTRegistries.SOUND_EVENT
BiomesRegistries.BIOME registry keysRegistryKeys.BIOME registry keys

Do not copy older Registry.BLOCK / Registry.ITEM constants into 1.21.x code; those names are stale for the examples in this skill.

ResourceLocation / Identifier

Every registry entry needs a namespaced ID:

java
// NeoForge / vanilla Java
ResourceLocation id = ResourceLocation.fromNamespaceAndPath("mymod", "my_block");

// Fabric with Yarn mappings
Identifier id = Identifier.of("mymod", "my_block");

7. NeoForge Quick Patterns (26.x)

For 26.x, use the explicitly labelled 26.x sections in references/common-patterns.md and select the project's exact version in the NeoForge documentation. references/neoforge-api.md contains legacy 1.21.x / Java 21 patterns only; do not copy its dependency pins into a 26.x project.

java
// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
    public static final String MOD_ID = "mymod";

    public MyMod(IEventBus modEventBus) {
        ModBlocks.BLOCKS.register(modEventBus);
        ModItems.ITEMS.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
    }

    private void commonSetup(FMLCommonSetupEvent event) {
        // runs after all mods are registered
    }
}
java
// Block registration
public class ModBlocks {
    public static final DeferredRegister.Blocks BLOCKS =
        DeferredRegister.createBlocks(MyMod.MOD_ID);

    public static final DeferredBlock<Block> MY_BLOCK =
        BLOCKS.registerSimpleBlock("my_block",
            BlockBehaviour.Properties.of()
                .mapColor(MapColor.STONE)
                .strength(1.5f, 6.0f)
                .sound(SoundType.STONE)
                .requiresCorrectToolForDrops());
}

8. Forge 1.20.1 Quick Patterns

See full patterns in references/forge-1.20.1-api.md.

java
// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
    public static final String MOD_ID = "mymod";

    public MyMod(FMLJavaModLoadingContext context) {
        IEventBus modEventBus = context.getModEventBus();
        ModBlocks.BLOCKS.register(modEventBus);
        ModItems.ITEMS.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
        MinecraftForge.EVENT_BUS.register(this);
    }

    private void commonSetup(FMLCommonSetupEvent event) {
        // runs after registries are prepared
    }
}
java
// Block registration
public class ModBlocks {
    public static final DeferredRegister<Block> BLOCKS =
        DeferredRegister.create(ForgeRegistries.BLOCKS, MyMod.MOD_ID);

    public static final RegistryObject<Block> MY_BLOCK =
        BLOCKS.register("my_block", () -> new Block(
            BlockBehaviour.Properties.of()
                .mapColor(MapColor.STONE)
                .strength(1.5f, 6.0f)
                .sound(SoundType.STONE)
                .requiresCorrectToolForDrops()));
}

9. Fabric Quick Patterns

Match the project's Minecraft version and mappings in the Fabric documentation. references/fabric-api.md contains legacy 1.21.x / Java 21 patterns only. The explicitly labelled 26.x sections in references/common-patterns.md use NeoForge syntax; adapt them against the exact Fabric API rather than copying loader-specific classes or legacy dependency pins.

java
// Main mod class
public class MyMod implements ModInitializer {
    public static final String MOD_ID = "mymod";
    public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);

    @Override
    public void onInitialize() {
        ModBlocks.initialize();
        ModItems.register();
    }
}
java
// Fabric 26.x with official Mojang mappings. Create the key before the object
// so its properties receive the required id during construction.
public final class ModBlocks {
    public static final ResourceKey<Block> MY_BLOCK_KEY = ResourceKey.create(
        Registries.BLOCK,
        Identifier.fromNamespaceAndPath(MyMod.MOD_ID, "my_block")
    );

    public static final Block MY_BLOCK = register(
        MY_BLOCK_KEY,
        Block::new,
        BlockBehaviour.Properties.of()
            .mapColor(MapColor.STONE)
            .strength(1.5f, 6.0f)
            .sound(SoundType.STONE)
            .requiresCorrectToolForDrops()
    );

    private static Block register(ResourceKey<Block> key,
            Function<BlockBehaviour.Properties, Block> factory,
            BlockBehaviour.Properties properties) {
        Block block = factory.apply(properties.setId(key));
        return Registry.register(BuiltInRegistries.BLOCK, key, block);
    }

    public static void initialize() {}
}

Call ModBlocks.initialize() from the Fabric initializer. The Yarn-named 1.21.11 examples remain in references/fabric-api.md; do not mix those names with this 26.x pattern.


Show full SKILL.md (405 more words)Show less

10. JSON Asset Templates

Always provide matching JSON assets for every registered block/item. Codex should generate or update these files alongside Java code. For Forge 1.20.1, check references/forge-1.20.1-api.md for legacy server-data directory names before creating loot tables or tags.

See references/common-patterns.md for full JSON templates for:

  • Blockstate JSON
  • Block model JSON (cube, slab, stairs, fence, door, trapdoor, etc.)
  • Item model JSON
  • Loot table JSON
  • Recipe JSON (crafting_shaped, crafting_shapeless, smelting, blasting, stonecutting)
  • Language file (en_us.json) entries
  • Tag JSON

11. Data Generation

Prefer data generation over hand-authored JSON for maintainability.

java
// NeoForge – register data gen providers in GatherDataEvent
@SubscribeEvent
public static void gatherData(GatherDataEvent event) {
    DataGenerator gen = event.getGenerator();
    PackOutput output = gen.getPackOutput();
    ExistingFileHelper helper = event.getExistingFileHelper();
    CompletableFuture<HolderLookup.Provider> lookupProvider = event.getLookupProvider();

    gen.addProvider(event.includeClient(), new ModBlockStateProvider(output, helper));
    gen.addProvider(event.includeClient(), new ModItemModelProvider(output, helper));
    gen.addProvider(event.includeServer(), new ModRecipeProvider(output, lookupProvider));
    gen.addProvider(event.includeServer(), new ModLootTableProvider(output, lookupProvider));
    gen.addProvider(event.includeServer(), new ModBlockTagsProvider(output, lookupProvider, helper));
}

Run data generation with ./gradlew runData, then commit the generated files. For Forge 1.20.1, use the mod-event-bus registration, GatherDataEvent signature, provider classes, and legacy output paths from references/forge-1.20.1-api.md.


12. Common Tasks Checklist

When adding a new block:

  • Block subclass (or use vanilla Block with properties)
  • Register in ModBlocks.BLOCKS / Registries.BLOCK
  • Register BlockItem in ModItems.ITEMS / Registries.ITEM
  • Blockstate JSON → assets/<modid>/blockstates/<name>.json
  • Block model JSON → assets/<modid>/models/block/<name>.json
  • Item model JSON → assets/<modid>/models/item/<name>.json (or inherits from block)
  • 1.21.x item definition → assets/<modid>/items/<name>.json, pointing at the item or block model
  • Texture PNG → assets/<modid>/textures/block/<name>.png
  • Loot table JSON -> 1.21.x: data/<modid>/loot_table/blocks/<name>.json; Forge 1.20.1: data/<modid>/loot_tables/blocks/<name>.json
  • Tags -> 1.21.x: data/<modid>/tags/block/ and tags/item/; Forge 1.20.1: data/<modid>/tags/blocks/ and tags/items/
  • Language entry in en_us.json
  • Mine-with-correct-tool tag if hardness > 0
  • Do not mix Forge 1.20.1 plural server-data paths with 1.21.x singular server-data paths

When adding a new item:

  • Item subclass (or use new Item(properties))
  • Register in ModItems / Registries.ITEM
  • Item model JSON
  • 1.21.x item definition → assets/<modid>/items/<name>.json
  • Texture PNG
  • Language entry
  • Creative tab registration (NeoForge/Forge: BuildCreativeModeTabContentsEvent; Fabric: ItemGroupEvents)
  • Recipe JSON if craftable (data/<modid>/recipe/ for 26.x; see the version-specific recipe reference before using a 1.21.x project)

When adding a new entity:

  • Entity class (extends appropriate base: Mob, Animal, TamableAnimal, etc.)
  • EntityType registration
  • Renderer class (@OnlyIn(Dist.CLIENT))
  • Model class (@OnlyIn(Dist.CLIENT))
  • Register renderer in EntityRenderersEvent.RegisterRenderers (NeoForge) or EntityModelLayerRegistry (Fabric)
  • Spawn egg item (optional)
  • Spawn rules / biome modifier

13. Open-Source Conventions

  • License: MIT or LGPL-3.0 — include LICENSE file and SPDX-License-Identifier header
  • Versioning: {mod_version}+{mc_version} (e.g., 2.0.0+1.21.11)
  • Changelog: Keep CHANGELOG.md up to date with semver notes
  • Publishing: Use gradle-modrinth or curseforgegradle plugins for CurseForge / Modrinth
  • CI: GitHub Actions with ./gradlew build and ./gradlew runGameTestServer
  • PR conventions: Keep PRs scoped to a single feature; include asset files with Java changes

14. References

© Jahrome907, 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 5 other files (scripts, references) in .codex/skills/minecraft-modding of Jahrome907/minecraft-agent-skills.

  • SKILL.md
  • references/common-patterns.md
  • references/fabric-api.md
  • references/forge-1.20.1-api.md
  • references/neoforge-api.md
  • scripts/check-build.sh

Open the folder on GitHubat commit dd57c5a

Compare with similar skills

Minecraft Modding next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Minecraft Modding compared with similar skills
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Groovy 5 Developer Guideapache/grails-core2.9k—~3kAutomated safety check: PassApache-2.0
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Works with

Questions about Minecraft Modding

What does Minecraft Modding do?

Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Minecraft Modding is an agent skill from Jahrome907/minecraft-agent-skills.1.

When should I use Minecraft Modding?

Minecraft Modding fits situations like: loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders.

How do I install Minecraft Modding in Claude Code?

Run `npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-code`. Or copy the skill folder (.codex/skills/minecraft-modding in Jahrome907/minecraft-agent-skills) into .claude/skills/minecraft-modding in your project. Claude Code loads it when a task matches its description.

How do I install Minecraft Modding in Codex?

Run `npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a codex`. Or copy the skill folder (.codex/skills/minecraft-modding in Jahrome907/minecraft-agent-skills) into .agents/skills/minecraft-modding in your project. Codex loads it when a task matches its description.

Can I use Minecraft Modding 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 Jahrome907/minecraft-agent-skills --skill minecraft-modding -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-modding, .gemini/skills/minecraft-modding, .github/skills/minecraft-modding and .opencode/skills/minecraft-modding in your project.

What does Minecraft Modding need to run?

Going by SKILL.md and its folder, Minecraft Modding needs a shell for the scripts in its folder. Our summary lists: A Bash shell; A credential in MY_BLOCK_KEY.

Does Minecraft Modding access the network?

SKILL.md names 4 domains. As links in the text: docs.neoforged.net, docs.fabricmc.net, docs.architectury.dev and minecraft.wiki. This is read from the text; nothing was executed.

Is Minecraft Modding 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Minecraft Modding use?

Minecraft Modding 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 Modding use?

About 4.3k tokens (SKILL.md is roughly 17k 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 13k tokens, read only when the agent opens those files.

What are the alternatives to Minecraft Modding?

Skills that share tags, products or a category with Minecraft Modding: Android API Diff (gkd-kit/gkd, 43k stars), Caffeine Cache Optimization Experiments (ben-manes/caffeine, 18k stars), Jugg Android Dev Loop (niki914/zafiro, 235 stars) and Groovy 5 Developer Guide (apache/grails-core, 2.9k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Minecraft Modding?

Jahrome907 (a GitHub user) maintains it in Jahrome907/minecraft-agent-skills, which has 170 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on September 13, 2026.

Source: Jahrome907/minecraft-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.