Android API Diff
gkd-kit/gkd
Looks up Android framework Java and AIDL APIs across versions with the android-api-diff CLI: signatures, availability, source files and hidden-API access code.
Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1.
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .claude/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-moddingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.codex/skills/minecraft-modding .agents/skills/minecraft-modding && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .agents/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.codex/skills/minecraft-modding .cursor/skills/minecraft-modding && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .cursor/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Jahrome907/minecraft-agent-skills.git --path .codex/skills/minecraft-modding--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.codex/skills/minecraft-modding .gemini/skills/minecraft-modding && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .gemini/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-moddingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/.codex/skills/minecraft-modding .github/skills/minecraft-modding && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .github/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-modding --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Jahrome907/minecraft-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.codex/skills/minecraft-modding .opencode/skills/minecraft-modding && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "minecraft-modding" agent skill from https://github.com/Jahrome907/minecraft-agent-skills/tree/main/.codex/skills/minecraft-modding into .opencode/skills/minecraft-modding/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "minecraft-modding", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
minecraft-moddingCreate, 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. 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.
12 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit dd57c5a. It shows what the files ask for, not the result of running them.
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.
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.
Links to these hosts (documentation or services it may open):
docs.neoforged.netdocs.fabricmc.netdocs.architectury.devminecraft.wikiFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from Jahrome907/minecraft-agent-skills at commit dd57c5a, republished under its MIT licence (© Jahrome907). 997 words, ~4,301 tokens.
.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.Supported platforms:
| Platform | MC Version | Java | Build System |
|---|---|---|---|
| NeoForge | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + ModDevGradle |
| Forge | 1.20.1 legacy lane | Java 17 | Gradle + ForgeGradle 6 |
| Fabric | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + Fabric Loom |
| Architectury (multiloader) | 26.x or 1.21.x | Match Minecraft | Gradle + 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.
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).# 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.propertiesKey files per platform:
src/main/resources/META-INF/neoforge.mods.toml, annotated @Mod main classsrc/main/resources/META-INF/mods.toml, net.minecraftforge:forge dependencysrc/main/resources/fabric.mod.json, class implementing ModInitializercommon/, fabric/, neoforge/ subprojects# 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.
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/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 pathsSee references/forge-1.20.1-api.md before editing Forge 1.20.1 projects.
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@OnlyIn(Dist.CLIENT) (NeoForge) or @Environment(EnvType.CLIENT) (Fabric)
must NEVER run on the server.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:
| Type | NeoForge / Mojang mappings | Fabric / Yarn mappings |
|---|---|---|
| Blocks | BuiltInRegistries.BLOCK | Registries.BLOCK |
| Items | BuiltInRegistries.ITEM | Registries.ITEM |
| Entity types | BuiltInRegistries.ENTITY_TYPE | Registries.ENTITY_TYPE |
| Block entity types | BuiltInRegistries.BLOCK_ENTITY_TYPE | Registries.BLOCK_ENTITY_TYPE |
| Menu / screen-handler types | BuiltInRegistries.MENU | Registries.SCREEN_HANDLER |
| Sound events | BuiltInRegistries.SOUND_EVENT | Registries.SOUND_EVENT |
| Biomes | Registries.BIOME registry keys | RegistryKeys.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.
Every registry entry needs a namespaced ID:
// NeoForge / vanilla Java
ResourceLocation id = ResourceLocation.fromNamespaceAndPath("mymod", "my_block");
// Fabric with Yarn mappings
Identifier id = Identifier.of("mymod", "my_block");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.
// 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
}
}// 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());
}See full patterns in references/forge-1.20.1-api.md.
// 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
}
}// 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()));
}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.
// 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();
}
}// 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.
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:
en_us.json) entriesPrefer data generation over hand-authored JSON for maintainability.
// 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.
When adding a new block:
Block subclass (or use vanilla Block with properties)ModBlocks.BLOCKS / Registries.BLOCKBlockItem in ModItems.ITEMS / Registries.ITEMassets/<modid>/blockstates/<name>.jsonassets/<modid>/models/block/<name>.jsonassets/<modid>/models/item/<name>.json (or inherits from block)assets/<modid>/items/<name>.json, pointing at the item or block modelassets/<modid>/textures/block/<name>.pngdata/<modid>/loot_table/blocks/<name>.json; Forge 1.20.1: data/<modid>/loot_tables/blocks/<name>.jsondata/<modid>/tags/block/ and tags/item/; Forge 1.20.1: data/<modid>/tags/blocks/ and tags/items/en_us.jsonWhen adding a new item:
Item subclass (or use new Item(properties))ModItems / Registries.ITEMassets/<modid>/items/<name>.jsonBuildCreativeModeTabContentsEvent; Fabric: ItemGroupEvents)data/<modid>/recipe/ for 26.x; see the
version-specific recipe reference before using a 1.21.x project)When adding a new entity:
Mob, Animal, TamableAnimal, etc.)EntityType registration@OnlyIn(Dist.CLIENT))@OnlyIn(Dist.CLIENT))EntityRenderersEvent.RegisterRenderers (NeoForge) or
EntityModelLayerRegistry (Fabric)LICENSE file and SPDX-License-Identifier header{mod_version}+{mc_version} (e.g., 2.0.0+1.21.11)CHANGELOG.md up to date with semver notesgradle-modrinth or curseforgegradle plugins for CurseForge / Modrinth./gradlew build and ./gradlew runGameTestServer./references/neoforge-api.md./references/forge-1.20.1-api.md./references/fabric-api.md./references/common-patterns.md© Jahrome907, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (scripts, references) in .codex/skills/minecraft-modding of Jahrome907/minecraft-agent-skills.
Open the folder on GitHubat commit dd57c5a
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Minecraft Modding this skillJahrome907/minecraft-agent-skills | 170 | — | ~4.3k | Automated safety check: Pass | MIT | |
| Android API Diffgkd-kit/gkd | 43k | — | ~796 | Automated safety check: Pass | GPL-3.0 | |
| Caffeine Cache Optimization Experimentsben-manes/caffeine | 18k | — | ~2.6k | Automated safety check: Notes | Apache-2.0 | |
| Jugg Android Dev Loopniki914/zafiro | 235 | — | ~2k | Automated safety check: Pass | MIT | |
| Groovy 5 Developer Guideapache/grails-core | 2.9k | — | ~3k | Automated safety check: Pass | Apache-2.0 | |
| Jspecify Skillsivaprasadreddy/sivalabs-agent-skills | 188 | — | ~1.2k | Automated safety check: Pass | MIT |
gkd-kit/gkd
Looks up Android framework Java and AIDL APIs across versions with the android-api-diff CLI: signatures, availability, source files and hidden-API access code.
ben-manes/caffeine
Runs controlled JMH experiments on the Caffeine cache to find shared contention and hot-path waste, then reviews correctness and returns a reviewable patch.
niki914/zafiro
A skill your agent uses when editing source files (Java/Kotlin/XML/layout/AndroidManifest/Gradle) in a Android project, or when user asks to build/deploy/verify an Android app.
apache/grails-core
Guidance for Groovy 5 work in Grails projects: syntax, closures, traits, DSLs, metaprogramming, Spock tests, static compilation and Java 21 integration.
sivaprasadreddy/sivalabs-agent-skills
A skill your agent uses when asked to perform any of the following actions in a Java project: - To add jspecify support - To prevent NullPointerExceptions - To better handle Nullability This skill…
sol4k/sol4k
Bump the sol4k library version everywhere, open a release PR, and draft GitHub release notes.
Jahrome907/minecraft-agent-skills
Set up and review CI, artifact publishing, versioning, and release management for Minecraft 26.x or legacy 1.21.x mods and Paper plugins.
Jahrome907/minecraft-agent-skills
Write and debug Minecraft Java 26.x and 1.21.x commands, selectors, execute chains, scoreboards, NBT, and RCON scripts.
Jahrome907/minecraft-agent-skills
Create, edit, and debug vanilla Minecraft 26.x and 1.21.x datapacks, including functions, advancements, recipes, loot tables, predicates, tags, and pack metadata.
Jahrome907/minecraft-agent-skills
Create, modify, and debug server plugins for current Paper 26.x on Java 25 or legacy Bukkit-derived 1.21.x servers on Java 21.
Jahrome907/minecraft-agent-skills
Create and debug Minecraft 26.x and 1.21.x resource packs, including pack metadata, textures, models, blockstates, item definitions, sounds, fonts, animations, and shaders.
Jahrome907/minecraft-agent-skills
Design and implement automated tests for current Minecraft 26.x or legacy 1.21.x mods and plugins using JUnit, MockBukkit, NeoForge Game Tests, or Fabric Game Tests.
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.
Minecraft Modding fits situations like: loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.