Agent skill

Module Config Change

by kernitus in kernitus/BukkitOldCombatMechanics

A skill your agent uses for config.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test…

MPL-2.0Auto-check passedTesting & QA

Install Module Config Change

skills CLI
$ npx skills add kernitus/BukkitOldCombatMechanics --skill module-config-change -a claude-code

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

GitHub CLI
$ gh skill install kernitus/BukkitOldCombatMechanics module-config-change --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/kernitus/BukkitOldCombatMechanics.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/module-config-change .claude/skills/module-config-change && 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
module-config-change
GitHub stars
225
Token cost
~914 tokens
SKILL.md length
392 words
Files
1
Skills in repo
9
Repo updated
First seen
Licence
MPL-2.0

At a glance

A skill your agent uses for config.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test…

  • Works in 7 steps: Identify whether the change is a… → Update bundled config comments and… → Preserve existing user config where… → …
  • Module enablement
  • SKILL.md covers When to use, When not to use, Mandatory configuration rules and Change checklist, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Module Config Change is an agent skill from kernitus/BukkitOldCombatMechanics. Use for config.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test triage, release publishing, or PR summaries.

Its SKILL.md is about 910 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Testing & QA, covering Integration testing. The repository describes itself as: Minecraft plugin to configure combat mechanics for 1.9 onwards. The licence is MPL-2.0.

When your agent uses it

  • Module enablement
  • Config migration
  • Configurable module assignment
  • Per-module option changes

Example prompts

  • “/module-config-change”

Workflow steps

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

  1. Identify whether the change is a default, migration, reload, or runtime behaviour change.
  2. Update bundled config comments and defaults together when needed.
  3. Preserve existing user config where migration should be non-destructive.
  4. Run scripts/validate-module-assignments.sh for a quick static check that bundled configurable lists do not conflict across…
  5. Add or update integration coverage where practical.
  6. If adding an integration spec, register it in KotestRunner.withClasses(...).
  7. Validate both enabled and disabled/modeset-scoped behaviour for options that change item state or player state.

What it can do on your machine

Read from SKILL.md and the folder at commit e66e7a9. 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.

    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

Module Config Change loads about 914 tokens when it runs. Until then it costs about 59 tokens; SKILL.md has 392 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~59
When it runs · the whole SKILL.md, loaded when a task matches
~914

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 kernitus/BukkitOldCombatMechanics at commit e66e7a9, republished under its MPL-2.0 licence (© kernitus). 392 words, ~914 tokens.

Download SKILL.mdSave it as .claude/skills/module-config-change/SKILL.md (or your agent's skills folder).
name
module-config-change
description
Use for config.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test triage, release publishing, or PR summaries.

Module Config Change

Use this skill when changing module configuration, defaults, migration, or runtime handling driven by config.yml.

When to use

  • Editing bundled config.yml defaults or comments.
  • Adding or changing module settings such as attack cooldown, attack range, sword blocking, old tool damage, tooltip, potion effects, or durability behaviour.
  • Changing always_enabled_modules, disabled_modules, modesets, or config migration logic.
  • Validating reload behaviour after config changes.
  • Writing tests around config assignment, migration, or modeset-specific behaviour.

When not to use

  • Do not use for ordinary test execution unless the test is config-specific; use integration-test-verification.
  • Do not use for Java/NMS compatibility strategy unless the config option depends on runtime feature detection; use compatibility-strategy as well.
  • Do not use for release workflow edits; use release-readiness-review.

Mandatory configuration rules

  • Configurable modules must appear in only one top-level assignment category: always_enabled_modules, disabled_modules, or the aggregate modesets category. The same module may appear in more than one individual modeset because modesets are alternative player modes.
  • Duplicate entries are still invalid within the same exact list or individual modeset.
  • Internal modules (modeset-listener, attack-cooldown-tracker, entity-damage-listener) are always enabled and must not be listed.
  • Reload/enable should fail for invalid module assignment.
  • Do not add per-module enabled: toggles; the module lists and modesets are authoritative.
  • Keep bundled comments clear for server owners and use British English.
Show full SKILL.md (179 more words)Show less

Change checklist

  1. Identify whether the change is a default, migration, reload, or runtime behaviour change.
  2. Update bundled config comments and defaults together when needed.
  3. Preserve existing user config where migration should be non-destructive.
  4. Run scripts/validate-module-assignments.sh for a quick static check that bundled configurable lists do not conflict across always_enabled_modules, disabled_modules, and the aggregate modesets category; do not duplicate entries within the same exact list or modeset; and do not include internal modules.
  5. Add or update integration coverage where practical.
  6. If adding an integration spec, register it in KotestRunner.withClasses(...).
  7. Validate both enabled and disabled/modeset-scoped behaviour for options that change item state or player state.

Useful known behaviours

  • old-tool-damage.tooltip.enabled is enabled by default so players can see configured damage in-game.
  • attack-range is listed in disabled_modules by default and is Paper 1.21.11+ only.
  • sword-blocking.paper-animation defaults to true; when false, sword blocking uses the legacy shield fallback and strips stale Paper consumable state.
  • Attack cooldown supports disable-attack-cooldown.held-item-attack-speeds.<MATERIAL> with XMaterial/Material matching and restores vanilla attack speed when disabled.

Validation template

text
Config area:
Default changed:
Migration needed:
Enabled-path validation:
Disabled/modeset validation:
KotestRunner registration needed:

References

  • Historical integration and module notes: ../integration-test-verification/references/relocated-agents-notes.md.

© kernitus, MPL-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .agents/skills/module-config-change of kernitus/BukkitOldCombatMechanics.

Open the folder on GitHubat commit e66e7a9

Compare with similar skills

Module Config Change 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.

Module Config Change compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Module Config Change this skillkernitus/BukkitOldCombatMechanics225—~914Automated safety check: PassMPL-2.0
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Create Modulecartography-cncf/cartography4.1k—~2.5kAutomated safety check: PassApache-2.0
Td Integration Testmarcus/td251—~1.2kAutomated safety check: PassMIT
Integration E2E Testingshinpr/claude-code-workflows691—~3.5kAutomated safety check: PassMIT
JS-in-HTML Testingliaohch3/claude-tap3.3k—~924Automated safety check: PassMIT

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Categories

Questions about Module Config Change

What does Module Config Change do?

A skill your agent uses for config.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test…. Module Config Change is an agent skill from kernitus/BukkitOldCombatMechanics.yml, module enablement, modesets, config migration, configurable module assignment, and per-module option changes; do not use for unrelated integration-test triage, release publishing, or PR summaries.

When should I use Module Config Change?

Module Config Change fits situations like: module enablement; config migration; configurable module assignment; per-module option changes.

How do I install Module Config Change in Claude Code?

Run `npx skills add kernitus/BukkitOldCombatMechanics --skill module-config-change -a claude-code`. Or copy the skill folder (.agents/skills/module-config-change in kernitus/BukkitOldCombatMechanics) into .claude/skills/module-config-change in your project. Claude Code loads it when a task matches its description.

How do I install Module Config Change in Codex?

Run `npx skills add kernitus/BukkitOldCombatMechanics --skill module-config-change -a codex`. Or copy the skill folder (.agents/skills/module-config-change in kernitus/BukkitOldCombatMechanics) into .agents/skills/module-config-change in your project. Codex loads it when a task matches its description.

Can I use Module Config Change 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 kernitus/BukkitOldCombatMechanics --skill module-config-change -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/module-config-change, .gemini/skills/module-config-change, .github/skills/module-config-change and .opencode/skills/module-config-change in your project.

What does Module Config Change need to run?

SKILL.md names no scripts, command-line tools or credentials: Module Config Change is instructions for the agent only.

Does Module Config Change 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 Module Config Change 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 Module Config Change use?

Module Config Change is published under the MPL-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Module Config Change use?

About 914 tokens (SKILL.md is roughly 3.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Module Config Change?

Skills that share tags, products or a category with Module Config Change: Plugin Testing (polyipseity/obsidian-terminal, 948 stars), Create Module (cartography-cncf/cartography, 4.1k stars), Td Integration Test (marcus/td, 251 stars) and Integration E2E Testing (shinpr/claude-code-workflows, 691 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Module Config Change?

kernitus (a GitHub user) maintains it in kernitus/BukkitOldCombatMechanics, which has 225 GitHub stars. The repository holds 9 skills in this directory. The repository was last updated on October 4, 2026.

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