amenti-labs/vibecraft/building-with-schematics

Claude Code and agent skill by amenti-labs/vibecraft

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PRIMARY BUILDING METHOD - Use for ALL construction tasks. Build structures using declarative JSON schematics with 2D layer grids. Describe WHAT to build, the server handles HOW. Supports COMPACT FORMAT (70% fewer tokens) with run-length encoding. Use this instead of WorldEdit commands for reliable, predictable builds.

Install

npx vskill@latest install amenti-labs/vibecraft/building-with-schematics

SKILL.md

Building with Schematics

Why Schematics?

Schematics are the PREFERRED building method because:

  • You describe WHAT to build, not HOW to execute commands
  • Full block state support (facing, axis, half, etc.)
  • COMPACT FORMAT saves ~70% tokens with run-length encoding
  • Automatic rotation of entire builds
  • Optimizes commands automatically

COMPACT FORMAT (Recommended)

Use this format for token efficiency:

json
{
"a": [x, y, z],
"p": {"S": "stone", "P": "oak_planks", ".": "air"},
"l": [
[0, "S*10|S P*8 S~8|S*10"]
]
}
Compact Syntax:
  • Short keys: "a" (anchor), "p" (palette), "l" (layers), "f" (facing)
  • Layers: [y_offset, "row|row|row"] - pipe separates rows
  • Layer range: ["1-3", "pattern"] - same pattern at y=1, y=2, y=3 (great for walls!)
  • Run-length: S*5 = 5 S blocks in a row
  • Row repeat: S P*3 S~8 = repeat this row pattern 8 times
Compact Examples:

10x10 floor with border (verbose: ~500 tokens, compact: ~50 tokens):

json
{"a": [0,64,0], "p": {"S": "stone", "P": "planks"}, "l": [[0, "S*10|S P*8 S~8|S*10"]]}

5x5x4 hollow room (with layer range for walls):

json
{
"a": [100, 64, 200],
"p": {"W": "oak_planks", ".": "air"},
"l": [
[0, "W*5~5"],
["1-2", "W*5|W .*3 W~3|W*5"],
[3, "W*5~5"]
]
}

Note: ["1-2", "..."] creates identical layers at y=1 AND y=2. Great for multi-story walls!

Verbose Format (Backward Compatible)

json
{
"anchor": [x, y, z],
"facing": "north",
"mode": "replace",
"palette": {"<symbol>": "<block>[states]{nbt}"},
"layers": [
{"y": 0, "grid": [["S","S"],["S","S"]]}
]
}

Grid Convention

North (-Z)
^
Row 0 |
Row 1 |
Row 2 v
South (+Z)
Col0 Col1 Col2
<--- West East --->
(-X) (+X)
  • grid[row][col] = grid[z][x]
  • Row 0 is the NORTH edge
  • Column 0 is the WEST edge
  • Rows increase going SOUTH
  • Columns increase going EAST

Palette Symbols

Use short symbols for readability:

json
{
"palette": {
".": "air",
"S": "stone_bricks",
"P": "oak_planks",
"G": "glass",
"Sn": "oak_stairs[facing=north]",
"Ss": "oak_stairs[facing=south]",
"Se": "oak_stairs[facing=east]",
"Sw": "oak_stairs[facing=west]",
"Dl": "oak_door[facing=south,half=lower,hinge=left]",
"Du": "oak_door[facing=south,half=upper,hinge=left]",
"Lx": "oak_log[axis=x]",
"Ly": "oak_log[axis=y]",
"Lz": "oak_log[axis=z]",
"T": "torch",
"Tn": "wall_torch[facing=north]",
"Ln": "ladder[facing=north]",
"C": "chest[facing=south]"
}
}

Complete Example: Small House

COMPACT FORMAT (recommended):

json
{
"a": [100, 64, 200],
"p": {
"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]",
"Se": "oak_stairs[facing=east,half=bottom]", "Sw": "oak_stairs[facing=west,half=bottom]",
"Ln": "oak_stairs[facing=north,half=top]", "Ls": "oak_stairs[facing=south,half=top]"
},
"l": [
[0, "S*7|S P*5 S~4|S*7"],
[1, "W*7|W .*5 W|G .*5 G~2|W .*5 W|W*3 Dl W*3"],
[2, "W*7|W .*5 W|G .*5 G~2|W .*5 W|W*3 Du W*3"],
[3, "W*7|W .*5 W~4|W*7"],
[4, "Ss*7|Se P*5 Sw|Se P .*3 P Sw~2|Se P*5 Sw|Sn*7"],
[5, ".*7|. Ss*5 .|. Se P*3 Sw .~2|. Sn*5 .|.*7"],
[6, ".*7~2|.*2 Ls*3 .*2|.*2 Ln*3 .*2|.*7~2"]
]
}

Verbose format (same result, more tokens):

json
{
"anchor": [100, 64, 200],
"palette": {
".": "air", "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]",
"Se": "oak_stairs[facing=east,half=bottom]", "Sw": "oak_stairs[facing=west,half=bottom]",
"Ln": "oak_stairs[facing=north,half=top]", "Ls": "oak_stairs[facing=south,half=top]"
},
"layers": [
{"y": 0, "grid": [["S","S","S","S","S","S","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","P","P","P","P","P","S"],["S","S","S","S","S","S","S"]]},
{"y": 1, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["G",".",".",".",".",".","G"],["G",".",".",".",".",".","G"],["W",".",".",".",".",".","W"],["W","W","W","Dl","W","W","W"]]},
{"y": 2, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["G",".",".",".",".",".","G"],["G",".",".",".",".",".","G"],["W",".",".",".",".",".","W"],["W","W","W","Du","W","W","W"]]},
{"y": 3, "grid": [["W","W","W","W","W","W","W"],["W",".",".",".",".",".", "W"],["W",".",".",".",".",".","W"],["W",".",".",".",".",".","W"],["W",".",".",".",".",".","W"],["W","W","W","W","W","W","W"]]},
{"y": 4, "grid": [["Ss","Ss","Ss","Ss","Ss","Ss","Ss"],["Se","P","P","P","P","P","Sw"],["Se","P",".",".",".", "P","Sw"],["Se","P",".",".",".","P","Sw"],["Se","P","P","P","P","P","Sw"],["Sn","Sn","Sn","Sn","Sn","Sn","Sn"]]},
{"y": 5, "grid": [[".",".",".",".",".",".","."],[".","Ss","Ss","Ss","Ss","Ss","."],[".","Se","P","P","P","Sw","."],[".","Se","P","P","P","Sw","."],[".","Sn","Sn","Sn","Sn","Sn","."],[".",".",".",".",".",".","."]]},
{"y": 6, "grid": [[".",".",".",".",".",".","."],[".",".",".",".",".",".","."],[".",".", "Ls","Ls","Ls",".","."],[".",".", "Ln","Ln","Ln",".","."],[".",".",".",".",".",".","."],[".",".",".",".",".",".","."]]}
]
}

Block States Reference

Stairs
json
"Sn": "oak_stairs[facing=north,half=bottom]", // Normal stairs
"S^": "oak_stairs[facing=north,half=top]", // Upside-down
"Sc": "oak_stairs[facing=north,shape=inner_left]" // Corner
Doors (always place lower then upper)
json
"Dl": "oak_door[facing=south,half=lower,hinge=left]",
"Du": "oak_door[facing=south,half=upper,hinge=left]"
Slabs
json
"Sb": "oak_slab[type=bottom]", // On floor
"St": "oak_slab[type=top]", // On ceiling
"Sd": "oak_slab[type=double]" // Full block
Logs/Pillars
json
"Lx": "oak_log[axis=x]", // Horizontal east-west
"Ly": "oak_log[axis=y]", // Vertical (default)
"Lz": "oak_log[axis=z]" // Horizontal north-south
Containers
json
"Cn": "chest[facing=north]",
"Cs": "chest[facing=south]",
"B": "barrel[facing=up]"
Signs (with NBT)
json
"T": "oak_sign[rotation=8]{Text1:'\"Welcome\"',Text2:'\"Home\"'}"
Beds
json
"Bf": "red_bed[facing=south,part=foot]",
"Bh": "red_bed[facing=south,part=head]"
Wall-Mounted Blocks (IMPORTANT)

Floor vs Wall versions are DIFFERENT blocks!

json
// TORCHES - floor torch vs wall torch
"Tf": "torch", // Floor (on ground)
"Tn": "wall_torch[facing=north]", // Wall (facing=which way it sticks OUT)
"Ts": "wall_torch[facing=south]",
"Te": "wall_torch[facing=east]",
"Tw": "wall_torch[facing=west]",
// SOUL TORCHES
"STf": "soul_torch", // Floor
"STn": "soul_wall_torch[facing=north]", // Wall
// LADDERS (always wall-mounted, facing=direction player faces when climbing)
"Ln": "ladder[facing=north]", // Climb facing north
"Ls": "ladder[facing=south]",
"Le": "ladder[facing=east]",
"Lw": "ladder[facing=west]",
// LEVERS (face=which surface, facing=orientation on that surface)
"LVn": "lever[face=wall,facing=north]", // Wall lever
"LVf": "lever[face=floor,facing=north]", // Floor lever
"LVc": "lever[face=ceiling,facing=north]", // Ceiling lever
// BUTTONS
"Bn": "stone_button[face=wall,facing=north]",
"Bf": "stone_button[face=floor]",
"Bc": "stone_button[face=ceiling]",
// LANTERNS
"La": "lantern", // Floor/ceiling (auto-hangs)
"Lh": "lantern[hanging=true]", // Explicitly hanging
// CHAINS (vertical by default)
"Ch": "chain", // Vertical
"Chx": "chain[axis=x]", // Horizontal E-W
"Chz": "chain[axis=z]", // Horizontal N-S
// ITEM FRAMES (facing=which way they face OUT from wall)
"IFn": "item_frame[facing=north]", // On south wall, faces north
"IFs": "item_frame[facing=south]" // On north wall, faces south

Key concept: facing for wall blocks means "which direction does it stick out/face toward", NOT which wall it's on.

  • wall_torch[facing=north] = torch on a SOUTH wall, sticking out toward north
  • ladder[facing=north] = ladder on SOUTH wall, player faces north to climb

Workflow

  1. Get position: get_surface_level(x, z) or get_player_position()
  2. Design schematic: Create palette + layers
  3. Preview first: build_schematic(schematic=..., preview_only=true)
  4. Execute: build_schematic(schematic=..., description="...")

Tips

Orientation Symbols

Use consistent naming:

  • n/s/e/w = facing direction
  • l/u = lower/upper (doors)
  • t/b = top/bottom (slabs, stairs)
  • x/y/z = axis (logs)
Visual Alignment

Draw grids as you'd see them from above, looking down:

  • North is UP in your text editor
  • South is DOWN
  • West is LEFT
  • East is RIGHT
Air Blocks

Use . for air - it's skipped (no command generated). Don't fill interiors with air unless you need to clear existing blocks.

Non-Solid Blocks (IMPORTANT)

These blocks do NOT support furniture/entities and should NOT be used as floors:

  • Carpet - decorative overlay, place ON TOP of solid floor at same y-level
  • Snow layers - partial blocks
  • Pressure plates - place on top of solid blocks
  • Rails, redstone - need solid block beneath

Correct floor + carpet + furniture pattern:

json
{
"layers": [
{"y": 0, "comment": "Solid floor", "grid": [["P", "P", "P"]]},
{"y": 0, "comment": "Carpet ON floor (same y!)", "grid": [["Cr", "Cr", "Cr"]]},
{"y": 1, "comment": "Furniture ON floor", "grid": [[".", "Bed", "."]]}
]
}

Or simpler - just use solid floor without carpet:

json
{
"layers": [
{"y": 0, "comment": "Solid floor", "grid": [["P", "P", "P"]]},
{"y": 1, "comment": "Furniture", "grid": [[".", "Bed", "."]]}
]
}

Wrong (furniture will float):

json
{
"layers": [
{"y": 0, "grid": [["Carpet", "Carpet", "Carpet"]]}, // NO solid floor!
{"y": 1, "grid": [[".", "Bed", "."]]} // Bed floats!
]
}
Rotation

Set "facing": "east" to rotate the entire build 90° clockwise. All block states with facing/axis are automatically rotated!

Common Patterns

Hollow Box (Walls Only)
json
{
"layers": [
{"y": 0, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]},
{"y": 1, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]},
{"y": 2, "grid": [["W","W","W"],["W",".","W"],["W","W","W"]]}
]
}
Gabled Roof
json
{
"layers": [
{"y": 0, "grid": [["Se","P","P","P","Sw"],["Se","P","P","P","Sw"]]},
{"y": 1, "grid": [[".","Se","P","Sw","."],[".","Se","P","Sw","."]]},
{"y": 2, "grid": [[".",".","P",".","."],[".",".",".P",".","."]}
]
}
Circular Floor (approximation)
json
{
"layers": [
{"y": 0, "grid": [
[".", "P", "P", "P", "."],
["P", "P", "P", "P", "P"],
["P", "P", "P", "P", "P"],
["P", "P", "P", "P", "P"],
[".", "P", "P", "P", "."]
]}
]
}

When to Use Schematics vs WorldEdit

✅ USE SCHEMATICS FOR:
  • Structured buildings: Houses, castles, towers, bridges
  • Oriented blocks: Doors, stairs, chests, beds, torches
  • Precise placement: Furniture, decorations, redstone
  • Repeatable patterns: Walls, floors, roofs with detail
  • Multi-block structures: Anything that needs exact block states

This is the start of the file. Read the full SKILL.md on GitHub.

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