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Agent Skill · 前端设计

minecraft-modding(我的世界改装)

minecraft-modding 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

minecraft-modding 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 3,476。

总安装 1,306周安装 50GitHub Stars 11下载 769核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:minecraft-modding(我的世界改装)
来源仓库:https://github.com/jahrome907/minecraft-codex-skills
仓库路径:skills/minecraft-modding
安装命令:
npx skills add https://github.com/jahrome907/minecraft-codex-skills --skill minecraft-modding
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/jahrome907/minecraft-codex-skills --skill minecraft-modding

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

用于 Minecraft 模组开发的代码协作信息管理。可处理仓库 Issue、PR 和版本发布流程。需结合模组兼容性和测试环境进行验证。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。修改代码后应运行单元测试确保稳定性。

minecraft-modding 属于前端设计类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/minecraft-modding

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/jahrome907/minecraft-codex-skills --skill mine…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

minecraft-modding 怎么安装?

在终端执行 npx skills add https://github.com/jahrome907/minecraft-codex-skills --skill minecraft-modd…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

minecraft-modding 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

minecraft-modding 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

minecraft-modding 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

minecraft-modding 用的人多吗?

公开数据是累计安装 1,306 次,近一周安装 50 次,下载 769 次,GitHub 11 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

minecraft-modding 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
minecraft-modding

我的世界改装 · 本页

1,30611需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Minecraft Modding Skill

Overview

This skill guides Codex through developing open-source Minecraft mods. Target platforms:

PlatformMC VersionJavaBuild System
NeoForge1.21.x with 1.21.11 examplesJava 21Gradle + ModDevGradle
Fabric1.21.x with 1.21.11 examplesJava 21Gradle + Fabric Loom
Architectury (multiloader)1.21.xJava 21Gradle + Architectury Loom

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

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

# NeoForge project signature
grep -r "net.neoforged" 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
  • Fabric: src/main/resources/fabric.mod.json, class implementing ModInitializer
  • Architectury: common/, fabric/, neoforge/ subprojects

2. Build & Test Commands

# 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

# Clean build cache
./gradlew clean

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

After ./gradlew build, the mod jar is at: build/libs/<mod_id>-<version>.jar


3. Project Layout (NeoForge)

src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               ← @Mod entry point
      block/
        ModBlocks.java         ← DeferredRegister<Block>
        MyCustomBlock.java
      item/
        ModItems.java          ← DeferredRegister<Item>
      entity/
        ModEntities.java       ← DeferredRegister<EntityType<?>>
      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
        textures/
          block/               ← 16×16 PNG textures
          item/
        lang/
          en_us.json           ← translation strings
      data/<modid>/
        recipes/               ← crafting recipe JSON
        loot_table/
          blocks/              ← per-block loot table JSON
        tags/
          blocks/
          items/

4. 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

5. 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.

  • Blocks → Registry.BLOCK
  • Items → Registry.ITEM
  • Entity types → Registry.ENTITY_TYPE
  • Block entity types → Registry.BLOCK_ENTITY_TYPE
  • Menu types → Registry.MENU (NeoForge) / Registry.MENU_TYPE (Fabric)
  • Sound events → Registry.SOUND_EVENT
  • Biomes → Registry.BIOME

ResourceLocation / Identifier

Every registry entry needs a namespaced ID:

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

// Fabric (same class, same API in 1.21)
Identifier id = Identifier.of("mymod", "my_block");

6. NeoForge Quick Patterns

See full patterns in references/neoforge-api.md.

// 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<Block> BLOCKS =
        DeferredRegister.create(BuiltInRegistries.BLOCK, 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());
}

7. Fabric Quick Patterns

See full patterns in references/fabric-api.md.

// 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.register();
        ModItems.register();
    }
}
// Block registration
public class ModBlocks {
    public static final Block MY_BLOCK = new Block(
        AbstractBlock.Settings.create()
            .mapColor(MapColor.STONE)
            .strength(1.5f, 6.0f)
            .sounds(BlockSoundGroup.STONE)
            .requiresTool()
    );

    public static void register() {
        Registry.register(Registries.BLOCK,
            Identifier.of(MyMod.MOD_ID, "my_block"), MY_BLOCK);
    }
}

8. JSON Asset Templates

Always provide matching JSON assets for every registered block/item. Codex should generate or update these files alongside Java code.

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

9. Data Generation

Prefer 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.


10. 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)
  • Texture PNG → assets/<modid>/textures/block/<name>.png
  • Loot table JSON → data/<modid>/loot_table/blocks/<name>.json
  • Language entry in en_us.json
  • Mine-with-correct-tool tag if hardness > 0

When adding a new item:

  • Item subclass (or use new Item(properties))
  • Register in ModItems / Registries.ITEM
  • Item model JSON
  • Texture PNG
  • Language entry
  • Creative tab registration (NeoForge: BuildCreativeModeTabContentsEvent; Fabric: ItemGroupEvents)
  • Recipe JSON if craftable

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

11. 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

12. References

平台分布

Codex

34.92%
按下载量换算269

Claude

33.28%
按下载量换算256

Cursor

18.32%
按下载量换算141

Gemini CLI

10.75%
按下载量换算83

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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