agentsclimarketplace

Gamemode designer

Skill Teddy563/mcwrench/skills/gamemode-designer

AI Minecraft server admin that audits configs, fixes lag, sets up proxies and permissions, picks plugin stacks, and learns any plugin's docs on demand. Works in Claude Code, Claude.ai, Codex, Antigravity, and Gemini CLI.

Install
npx -y skills add Teddy563/mcwrench --skill gamemode-designer

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Invents, scores, and plans original Minecraft server gamemodes, then turns the chosen idea into a concrete local build plan. Use whenever the user wants to start, create, or set up a server, brainstorm or invent a gamemode, asks for an original, unique, new, custom, or hybrid gamemode, wants to combine or fuse existing gamemodes, says "a server where X happens", "make me a server", "what gamemode should I make", "give me a fun server idea", or wants help taking an idea into an actual fun, re-engaging server. Generates concepts by combining archetype mechanics with one twist and a theme, scores each for fun and feasibility against real plugin stacks, then routes the build to new-server-bootstrap, gamemode-stacks, permissions-helper, and server-branding. Plans and writes locally only; never runs live server commands.

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

4.6 KB, as published. Nobody here has run it

Gamemode Designer (the foundry)

Take an idea all the way to a fun, re-engaging server. One command, /mcwrench:create, runs three internal phases. Plan and write locally only. Never run live server commands, RCON, or panel writes — that is a future operator mode, out of scope here. Never invent plugin config keys; map every mechanic to a real plugin or flag it as custom, and fetch exact keys with learn-plugin-docs.

How fun works (bake this in)

A gamemode is fun when it has a clear Challenge → Action → Reward core loop, a nested or escalating loop for retention (prestige, seasons, a ladder to climb), and a twist on a familiar base rather than a clone. Originality comes from combining existing archetypes + exactly one bending twist + a theme — evolve, do not copy.

Phase 1 — IMAGINE (only when the input is vague)

If the user gives nothing, a vibe, or "something fun", generate 3 to 5 original concepts. For each, fill: name, one-line pitch, base archetype(s) fused, the one twist, core loop, progression, conflict + stakes, target audience, fun score, feasibility verdict + the plugin stack, and a novelty note. Build concepts from references/mechanic-taxonomy.md (the 9 axes + twist bank). Score with references/fun-feasibility-rubric.md. Propose the top 1 to 3 and let the user pick, or crown the highest fun among the buildable-now options.

If the user already has a concrete idea ("a server where you age and die of old age", or a concept from a previous IMAGINE), skip to DESIGN.

Phase 2 — DESIGN the chosen concept

Lock it down: the core loop in one sentence, the single twist, the full plugin stack (each mechanic mapped to a real plugin), and the glue the twist needs (a config setting, a Skript, or a custom plugin). Sanity-check feasibility: stack exists, performance risk, abuse surface (alt-farming, grief, combat-logging, dupes), EULA pressure. Give a verdict: Config-only, Skript-glue, or Needs a custom plugin (park the last for later). Prefer the highest-fun idea that is Config-only or Skript-glue — that is one that "could actually work".

Phase 3 — CREATE the local build plan / starter pack

Route to the existing skills and assemble one plan:

  • Stack + docsgamemode-stacks for the closest base archetype, then pre-pull every plugin's docs with learn --stack <closest> / learn-plugin-docs.
  • Server setupnew-server-bootstrap (software, Java, startup, EULA, starter configs).
  • Ranks → a themed ladder handed to permissions-helper for LuckPerms tracks.
  • Brandserver-branding for the MOTD, rank prefixes, and store/Discord copy in the right format per plugin.
  • The twist → a concrete spec (which plugin/Skript, what it does, the config or event hooks).
  • Audit → an audit-config pass over the proposed config.

Emit it as a single readable starter pack: concept, plugin list, the twist spec, ranks, MOTD, and a build order. Write nothing to a live server. Local starter files only if the user explicitly confirms (and only once config generators exist).

Guardrails

  • Local only. No RCON, no panel API writes, no console commands, no live testing. Those are v2.
  • Never invent config keys, permission nodes, or plugin behaviour. Fetch with learn-plugin-docs.
  • Keep the economy/store EULA-safe; flag pay-to-win pressure a twist might create.
  • One twist per concept. Two twists usually means two muddy gamemodes.

References

  • references/mechanic-taxonomy.md — the 9 combination axes + the twist bank.
  • references/fun-feasibility-rubric.md — the fun rubric, the feasibility check, the verdict ladder.
  • references/example-concepts.md — worked hybrid examples (Tidewell, Faultline, Ageless) + seeds.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.