jeffna1/antigravity-voxel-godot-setup/blockworld

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Core conventions for the blockworld MCP — how to find the world's scale, the 100-material palette, the primitive set, and build order. Read this before any blockworld build. Style skills (castle, dragon) layer on top of it.

Install

npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/blockworld

SKILL.md

Blockworld

First: ask how big a block is

Call `world_info` before you place anything.

You cannot infer the block size from place_block(x, y, z) — the signature is identical whether a block is 10cm or 10m. The server knows. Ask it.

world_info returns the scale and a table of reference dimensions already converted into blocks — how tall a human is, how tall a castle wall is, how long a large dragon is. Build to that table. It is the only thing standing between you and a structure that is silently ten times too small.

This is the single most common failure in this world, and it is invisible until you look at the render.

Everything below is in BLOCKS

Not metres. The style skills give dimensions in blocks, and world_info gives you the conversion. So this skill stays correct whatever the grid is set to.

Coordinates

x / z are the ground plane, y is up. y = 0 is ground. Never go below.

Centre the build on the origin — the viewer frames it automatically.

100 materials

Call list_materials once before you start. They are grouped:

FamilyExamples
Stonegranite limestone marble slate obsidian brick
Timberoak walnut ebony pine bamboo thatch
Roofingterracotta copper_verdigris tile_purple tile_crimson
Metalgold silver bronze iron brass
Glassglass_rose glass_azure glass_amber crystal lantern
Gemamethyst sapphire emerald ruby jade opal
Scalescale_green scale_azure scale_crimson belly
Hornhorn claw membrane spine
Flameflame flame_core ember frost arcane

Discipline beats variety. Pick 4–6 materials for a build and hold them. A structure in thirty colours reads as noise, not richness.

Primitives

Never place a large form block by block.

ToolFor
world_infocall this first — the grid scale
place_boxwalls, floors, rooms (hollow: true for a shell)
place_cylindertowers, columns
place_conespires, witch-hat caps, horns
place_spheredomes, skulls, orbs (ry/rz to stretch)
place_tubecurved organic forms — necks, tails, bodies
mirrorbuild one half, mirror it — never hand-build symmetry
remove_boxcarve gates, windows, sockets
place_blockdetail only — eyes, finials, single stones

place_tube and mirror are the two that change what is possible. A dragon is four place_tube calls and a mirror. Learn them.

These primitives rasterize a shape into cubes on the server. You describe the form — a path, a radius, a taper — and the server works out which blocks fall inside it. Do not compute cube positions yourself; that is what these are for.

Build order

The viewer animates each block as it lands, so build order is what the audience watches. Work bottom-up, big-to-small.

  1. world_info, then clear
  2. Mass — the big forms
  3. Structure — towers, limbs
  4. Carve — remove_box for openings
  5. Detail — place_block for finials, eyes, teeth

Budget

A good build is 150–400 tool calls. If you are looping place_block more than about 30 times for one surface, you have reached for the wrong primitive.

Detail comes from more features — teeth, ridges, finials, trim — not from finer resolution. The grid is what it is. Spend your calls on ornament.

Style skills

Shape comes from a style skill, not from here:

  • skills/castle — fairytale castle, spires and gold
  • skills/dragon — sinuous body, membrane wings

If no style is named, ask, or pick one and say which.

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