Agent skill

Minecraft World Generation

by Jahrome907 in Jahrome907/minecraft-agent-skills

Create and debug Minecraft 26.x and legacy 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers.

MITAuto-check passed

Install Minecraft World Generation

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

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

GitHub CLI
$ gh skill install Jahrome907/minecraft-agent-skills minecraft-world-generation --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-world-generation .claude/skills/minecraft-world-generation && 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-world-generation
GitHub stars
170
Token cost
~2.6k tokens
SKILL.md length
969 words
Files
4 (incl. scripts, references)
Skills in repo
13
Repo updated
First seen
Licence
MIT

At a glance

Create and debug Minecraft 26.x and legacy 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers.

  • Works in 4 steps: Define a configured feature, then its… → Reference placed features from a biome… → Define a structure, then its structure… → …
  • Not general gameplay systems
  • SKILL.md covers Routing Boundaries, Choose the delivery path, Version boundary and Data layout and reference graph, plus 6 more sections
  • Runs JavaScript and Shell scripts from its folder

What it does

Minecraft World Generation is an agent skill from Jahrome907/minecraft-agent-skills. Create and debug Minecraft 26.x and legacy 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers. Use for worldgen data or registration, not general gameplay systems.

Its SKILL.md is about 2.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including scripts and reference files (for example `references/legacy-1.21-worldgen-json.md` and `scripts/validate-worldgen-json.sh`).

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

  • Not general gameplay systems

Example prompts

  • “/minecraft-world-generation”

Requirements

  • Node.js
  • A Bash shell

Workflow steps

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

  1. Define a configured feature, then its placed feature.
  2. Reference placed features from a biome or biome modifier at the intended
  3. Define a structure, then its structure set; a jigsaw structure also needs a
  4. Define a dimension type and noise settings before a dimension that references

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 2 files in scripts/ (JavaScript and 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
    • minecraft.wiki
    • minecraft.net
    • wiki.fabricmc.net
    • misode.github.io

    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 World Generation loads about 2.6k tokens when it runs, and up to ~3.8k if it reads all its reference files. Until then it costs about 68 tokens; SKILL.md has 969 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~2.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3.8k

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). 969 words, ~2,588 tokens.

Download SKILL.mdSave it as .claude/skills/minecraft-world-generation/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
minecraft-world-generation
description
Create and debug Minecraft 26.x and legacy 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers. Use for worldgen data or registration, not general gameplay systems.

Minecraft World Generation

Use this skill for biome, dimension, feature, or structure data and their registration. Use minecraft-datapack for non-worldgen data and minecraft-modding for non-worldgen gameplay code.

Routing Boundaries

  • Use when: the task changes worldgen data, registration, or injection.
  • Do not use when: the task is non-worldgen datapack work (minecraft-datapack).
  • Do not use when: the task is non-worldgen mod systems (minecraft-modding).

Choose the delivery path

ApproachBest WhenPlatform
Datapack JSONChange data supplied by a packVanilla, any server
Mod + DatagenRegistering new biomes/dimensions, code-drivenNeoForge / Fabric
Biome Modifier (NeoForge)Adding features/spawns to existing biomesNeoForge
BiomeModification API (Fabric)Adding features/spawns to existing biomesFabric

Worldgen registries are datapack registries: their files load at world load and their registry path determines the data path. Read the NeoForge registry guide before choosing a mod-specific registry path.

Version boundary

Use Minecraft 26.x for new work. Use Java 25 and start each JSON schema from the exact target's vanilla data or generated output. Do not copy a 1.21 shape into a 26.x pack merely because it parses as JSON.

Preserve an established 1.21.x project on Java 21 and its matching schema unless the task explicitly includes an upgrade. Keep examples matched to the project version.

The 26.1 migration primer removes minecraft:random_patch and minecraft:no_bonemeal_flower. It replaces the random-patch pattern with a separate minecraft:simple_block configured feature and placements for count, random offset, and block-predicate filtering. Inspect the relevant primer section before migrating code or data.

Read legacy 1.21 JSON patterns only when the project targets that version. Those examples are not release artifacts for 26.x.


Data layout and reference graph

data/<namespace>/
├── worldgen/
│   ├── biome/
│   │   └── my_biome.json
│   ├── configured_feature/
│   │   └── my_ore.json
│   ├── placed_feature/
│   │   └── my_ore_placed.json
│   ├── noise_settings/
│   │   └── my_dimension_noise.json
│   ├── structure/
│   │   └── my_structure.json
│   ├── structure_set/
│   │   └── my_structures.json
│   ├── processor_list/
│   │   └── my_processors.json
│   ├── template_pool/
│   │   └── my_pool.json
│   └── carver/
│       └── my_carver.json
├── dimension/
│   └── my_dimension.json
├── dimension_type/
│   └── my_type.json
├── tags/
│   └── worldgen/
│       └── biome/
│           └── is_forest.json
└── neoforge/
    └── biome_modifier/      (NeoForge mod only)
        └── add_ores.json

Build and review the graph from its leaves upward:

  1. Define a configured feature, then its placed feature.
  2. Reference placed features from a biome or biome modifier at the intended decoration step.
  3. Define a structure, then its structure set; a jigsaw structure also needs a template pool, processor list, and structure template.
  4. Define a dimension type and noise settings before a dimension that references them.

Use fully qualified identifiers across namespaces. An external minecraft: or dependency reference is valid when that dependency supplies the registry entry; do not create a local copy merely to satisfy static checking. If the same pack contains that external namespace and registry directory, treat it as local and verify the target exists.


Biomes and dimensions

For 26.x biome and dimension data, use the exact target's vanilla data or datagen output as the schema source. The older effects and dimension-type fields do not model newer environment behavior. The 11 decoration steps still organize placed features; choose the semantically appropriate step and keep ore placement in underground_ores.

The version-labeled 1.21.5 biome and dimension examples are in legacy 1.21 JSON patterns.

26.x feature pattern

For the 26.1 replacement for a simple random patch, the migration primer shows a simple_block configured feature and a placed feature with count, random offset, and a block-predicate filter. Adapt the exact values and block state to the target release's generated data.

At data/<namespace>/worldgen/configured_feature/my_plant.json:

json
{
  "type": "minecraft:simple_block",
  "config": {
    "to_place": {
      "type": "minecraft:simple_state_provider",
      "state": { "Name": "minecraft:sweet_berry_bush", "Properties": { "age": "3" } }
    }
  }
}

At data/<namespace>/worldgen/placed_feature/my_plant.json:

json
{
  "feature": "<namespace>:my_plant",
  "placement": [
    { "type": "minecraft:count", "count": 96 },
    {
      "type": "minecraft:random_offset",
      "xz_spread": { "type": "minecraft:trapezoid", "min": -7, "max": 7, "plateau": 0 },
      "y_spread": { "type": "minecraft:trapezoid", "min": -3, "max": 3, "plateau": 0 }
    },
    {
      "type": "minecraft:block_predicate_filter",
      "predicate": {
        "type": "minecraft:all_of",
        "predicates": [
          { "type": "minecraft:matching_block_tag", "tag": "minecraft:air" },
          { "type": "minecraft:matching_blocks", "blocks": "minecraft:grass_block", "offset": [0, -1, 0] }
        ]
      }
    }
  ]
}

NeoForge biome modifiers

Biome modifiers load from data/<modid>/neoforge/biome_modifier/<path>.json. They can target a biome id or tag and add or remove placed features, among other changes. The current Biome Modifiers guide documents their schemas, decoration steps, and datagen.

For neoforge:add_features, features accepts a placed-feature id, list, or tag. Vanilla placed features may be referenced in biome JSON or added with a modifier, but NeoForge cautions against doing both because feature-order cycles can crash world loading. Prefer a copy under the mod namespace when an injected vanilla feature would create that risk.

When targeting a biome from an optional dependency, put the target in a biome tag entry with required: false, then use that tag in the modifier. This lets the pack load when the dependency is absent.


Show full SKILL.md (376 more words)Show less

Structures and dimensions

For any current release, derive structure, template-pool, dimension, and dimension-type JSON from that release's vanilla data or datagen output. Confirm the reference graph before launching a test world:

  • structure_set references structure.
  • Jigsaw start_pool references template_pool; each single-pool element references its structure template and processor list.
  • dimension.type references dimension_type; a noise generator's string settings references worldgen/noise_settings.

For Fabric registration or mod datagen, use the exact loader and API version's documentation rather than copying 1.21 code into a 26.x project.

The detailed 1.21 structure and dimension examples are in legacy 1.21 JSON patterns.


Development Workflow

  1. Create or edit worldgen JSON files in data/<namespace>/worldgen/ (or equivalent mod resources path).
  2. Run the bundled validator to catch JSON and cross-reference errors before loading:
    bash
    ./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources
    # Strict mode treats warnings as failures:
    ./scripts/validate-worldgen-json.sh --root /path/to/datapack-or-mod-resources --strict
  3. Fix any reported errors and re-validate until clean. The validator checks:
    • JSON validity for worldgen/** and neoforge/biome_modifier/**
    • Cross-reference integrity for placed_feature -> configured_feature
    • Cross-reference integrity for structure_set -> structure and biome/biome_modifier feature targets
    • Cross-reference integrity for jigsaw structure -> start_pool and template_pool -> structure template / processor_list
  4. Compare biome and dimension-type JSON against the exact target's vanilla registry shape before in-game testing. The helper does not run Mojang codecs: valid JSON and local references do not prove that fields such as carvers, effects, or dimension settings match that release's schema.
  5. In-game biome and structure testing:
    mcfunction
    /locate structure <namespace>:my_structure
    /locate biome <namespace>:my_biome
    /place feature <namespace>:my_ore
    place feature takes a configured-feature ID, not its placed-feature wrapper. See Mojang's place command reference in the 1.19 release notes.
  6. For dimension testing, use /execute in (dimension must exist at world load, not added via /reload):
    mcfunction
    execute in <namespace>:my_dimension run tp @s 0 100 0
  7. Check latest.log for worldgen errors (missing biome references, malformed noise settings).
  8. Note: /reload refreshes datapack JSON but does not re-generate already-generated chunks. Test new worldgen in a fresh world or newly generated chunks. For existing test worlds, use a disposable copy and a purpose-built chunk reset/regeneration workflow; /fill only replaces blocks and is not a substitute for world generation.

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 3 other files (scripts, references) in .codex/skills/minecraft-world-generation of Jahrome907/minecraft-agent-skills.

  • SKILL.md
  • references/legacy-1.21-worldgen-json.md
  • scripts/jq-shim.mjs
  • scripts/validate-worldgen-json.sh

Open the folder on GitHubat commit dd57c5a

Compare with similar skills

Minecraft World Generation 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 World Generation compared with similar skills
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Openclaw Debuggingopenclaw/openclaw392k—~1.9kAutomated safety check: PassMIT
Debugging Executionsn8n-io/n8n207k—~2.6kAutomated safety check: PassCustom licence
DebuggingJetBrains/intellij-community21k—~422Automated safety check: PassCustom licence

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Questions about Minecraft World Generation

What does Minecraft World Generation do?

Create and debug Minecraft 26.x and legacy 1.21.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers. Minecraft World Generation is an agent skill from Jahrome907/minecraft-agent-skills.x world generation for datapacks, NeoForge, or Fabric, including biomes, dimensions, features, structures, and biome modifiers.

When should I use Minecraft World Generation?

Minecraft World Generation fits situations like: not general gameplay systems.

How do I install Minecraft World Generation in Claude Code?

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

How do I install Minecraft World Generation in Codex?

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

Can I use Minecraft World Generation 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-world-generation -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-world-generation, .gemini/skills/minecraft-world-generation, .github/skills/minecraft-world-generation and .opencode/skills/minecraft-world-generation in your project.

What does Minecraft World Generation need to run?

Going by SKILL.md and its folder, Minecraft World Generation needs JavaScript and a shell for the scripts in its folder. Our summary lists: Node.js; A Bash shell.

Does Minecraft World Generation access the network?

SKILL.md names 5 domains. As links in the text: docs.neoforged.net, minecraft.wiki, minecraft.net, wiki.fabricmc.net and misode.github.io. This is read from the text; nothing was executed.

Is Minecraft World Generation 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 World Generation use?

Minecraft World Generation 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 World Generation use?

About 2.6k tokens (SKILL.md is roughly 10k 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 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Minecraft World Generation?

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Who maintains Minecraft World Generation?

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.