amenti-labs/vibecraft/building-structures

Claude Code and agent skill by amenti-labs/vibecraft

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Builds Minecraft structures using VibeCraft MCP tools. Use when building houses, castles, towers, cottages, temples, or any architectural structure. Works with build_schematic for precise control. Handles room dimensions, floor placement, wall construction, roofing, and architectural style matching.

Install

npx vskill@latest install amenti-labs/vibecraft/building-structures

Semi-extensibleMentions customization, but needs skill-specific knowledge. Read the extensible skills standard

SKILL.md

Building Structures

Primary Method: Schematics

Use `build_schematic()` for all structures. See building-with-schematics skill for schema details.

Critical: Floor Y = Ground Y

Floor REPLACES ground, NOT sits on top!

WRONG: Y=65 floor, Y=64 foundation, Y=63 grass (elevated!)
RIGHT: Y=65 walls, Y=64 floor REPLACES grass, Y=63 dirt

Workflow: get_surface_level(x,z) → anchor at that Y

Pre-Build Checklist

  • [ ] get_surface_level() called
  • [ ] anchor_y = ground_y (NOT +1)
  • [ ] All blocks have orientations
  • [ ] Doors have lower + upper
  • [ ] Preview first (preview_only=true)

Building Workflow

python
# 1. Get ground level
y = get_surface_level(x=100, z=200)
# 2. Design schematic
schematic = {
"anchor": [100, y, 200],
"palette": {
"S": "stone_bricks",
"P": "oak_planks",
"W": "oak_planks",
"G": "glass_pane",
"Dl": "oak_door[facing=south,half=lower]",
"Du": "oak_door[facing=south,half=upper]",
"Sn": "oak_stairs[facing=north,half=bottom]",
"Ss": "oak_stairs[facing=south,half=bottom]",
".": "air"
},
"layers": [
# y=0: Foundation/Floor
{"y": 0, "grid": [
["S", "S", "S", "S", "S"],
["S", "P", "P", "P", "S"],
["S", "P", "P", "P", "S"],
["S", "S", "S", "S", "S"]
]},
# y=1-3: Walls
{"y": 1, "grid": [
["W", "W", "W", "W", "W"],
["W", ".", ".", ".", "W"],
["G", ".", ".", ".", "G"],
["W", "W", "Dl", "W", "W"]
]},
# ... more layers
]
}
# 3. Preview
build_schematic(schematic=schematic, preview_only=true, description="Cottage")
# 4. Execute
build_schematic(schematic=schematic, description="Cottage")

Dimensions Reference

Room TypeMinimumComfortable
Bedroom5×66×7
Kitchen5×76×8
Living Room7×98×10
Dining7×98×10
Great Hall15×2020×25
Ceiling HeightFeel
3 blocksMinimum
4 blocksComfortable
5-6 blocksGrand
8+ blocksCathedral

Architectural Styles

Medieval
json
{
"palette": {
"W": "oak_planks",
"S": "cobblestone",
"P": "stripped_oak_log",
"R": "dark_oak_stairs[facing=...]"
}
}
Gothic
json
{
"palette": {
"W": "stone_bricks",
"D": "deepslate_bricks",
"P": "polished_deepslate",
"R": "deepslate_tile_stairs[facing=...]"
}
}
Japanese
json
{
"palette": {
"W": "spruce_planks",
"P": "dark_oak_log[axis=...]",
"R": "dark_oak_stairs[facing=...]",
"F": "white_wool"
}
}
Modern
json
{
"palette": {
"W": "white_concrete",
"G": "glass",
"A": "gray_concrete",
"R": "smooth_stone_slab[type=bottom]"
}
}

Roof Patterns

Gabled Roof
Layer 0: Se P P P Sw (stairs facing out)
Layer 1: . Se P Sw .
Layer 2: . . P . . (ridge)
Hip Roof
Layer 0: Sse Ss Ss Ss Ssw (corners use shape=outer_*)
Layer 1: Se P P P Sw
Layer 2: . Se P Sw .
Flat Roof (Modern)
Layer 0: Sb Sb Sb Sb Sb (slab[type=bottom] on ceiling)

Corner Pillars (REQUIRED)

Always use contrasting corner pillars:

json
{
"palette": {
"W": "oak_planks",
"P": "stripped_oak_log[axis=y]" // Corner pillar
},
"layers": [
{"y": 1, "grid": [
["P", "W", "W", "W", "P"],
["W", ".", ".", ".", "W"],
["W", ".", ".", ".", "W"],
["P", "W", "W", "W", "P"]
]}
]
}

60-30-10 Rule

  • 60% Primary: Walls (oak_planks, stone_bricks)
  • 30% Secondary: Roof, trim (stairs, logs)
  • 10% Accent: Details (doors, windows, lights)

Window Placement

json
{
"palette": {
"W": "oak_planks",
"G": "glass_pane",
"F": "oak_trapdoor[facing=north,half=top,open=true]" // Frame
}
}

Door Placement

Always place both parts:

json
{
"palette": {
"Dl": "oak_door[facing=south,half=lower,hinge=left]",
"Du": "oak_door[facing=south,half=upper,hinge=left]"
},
"layers": [
{"y": 1, "grid": [["W", "Dl", "W"]]},
{"y": 2, "grid": [["W", "Du", "W"]]}
]
}

Stairs Orientation

Facing = direction player walks UP:

  • facing=north: Walk north to go up
  • facing=south: Walk south to go up
  • half=bottom: Normal stairs
  • half=top: Upside-down (for roof undersides)

Quick Templates

Tiny Hut (5×5)
Floor: SSSSS Walls: WWWWW Roof: SsSsSsSsSs
SPPPS W...W Se P P Sw
SPPPS W...W Se P P Sw
SPPPS W...W Se P P Sw
SSSSS WWDWW SnSnSnSn
Tower (7×7 circular)
.SSS.
S.....S
S.....S
S.....S
S.....S
S.....S
.SSS.

For Bulk Operations

Use WorldEdit for:

  • Clearing large areas: //pos1, //pos2, //set air
  • Terrain prep: //smooth
  • Large fills: //set stone

Then use build_schematic() for the detailed structure.

Security

  • Security scanPassed, 100 of 100Pattern checks on the skill's files.
  • Model reviewNot runA model review is scheduled for the next rescan.

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

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Extension points

  • hookPre/post lifecycle hooks

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