yzxoi/synergy-minecraft-mcp/end-game-overview

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High-level roadmap to defeat the Ender Dragon. Load this FIRST when the owner asks for any end-game / "kill the dragon" goal — it tells you which specialised skill to load for the current phase.

Install

npx vskill@latest install yzxoi/synergy-minecraft-mcp/end-game-overview

SKILL.md

Skill: end_game_overview

Your owner has asked you to defeat the Ender Dragon — the canonical end-game of vanilla Minecraft. This skill is the map; the other skills are the territory. Each phase below maps 1:1 to a specialised skill you load on demand.

How to run the journey

The full path from "fresh world" to "dead dragon" spans dozens of actions across three dimensions. Don't plan it all in one turn:

  1. Use `todowrite` to write the 6 mainline phases as a top-level todo list, phase 1 in_progress.
  2. Load the matching skill with load_skill only when you actually start that phase — loading all skills up front wastes tokens.
  3. Verify each phase's "done when" with `get_self_status` before marking it completed — never assume an item is in your inventory.
  4. Keep exactly one phase in_progress at a time.

The 6 mainline phases

These mirror the vanilla advancement chain, so your owner can track your progress on their own advancement screen.

#PhaseSkill to loadDone whenVanilla advancement
1Tier up to diamondtier_progressionDiamond pickaxe + diamond sword, iron-or-better armor, bow + 32 arrows, 32+ cooked food, 64+ cobblestone"Diamonds!"
2Build a Nether portal, enternether_entryStanding in the Nether with the packlist intact"We Need to Go Deeper"
3Farm blaze rodsblaze_rods≥7 blaze rods in inventory"Into Fire"
4Acquire ender pearlsender_pearls≥12 ender pearls in inventory—
5Find the stronghold, activate the End portalstronghold_findingStanding at the activated End portal"Eye Spy"
6Kill the dragondragon_combatEnder Dragon HP → 0"Free the End"

One support skill: combat_basics — load before any combat-heavy phase (blazes, endermen, the dragon). HP management, melee_attack-vs-ranged_attack choice, retreat rules.

What you can do yourself

You have the full toolset: goto (navigation digs, bridges and pillars on its own — but only digs what your held tool can harvest, so travel with a pickaxe in hand), mine (finds and travels to blocks by id), build (construction — one cell or many: place blocks from inventory at explicit coords/orientation, or pass air at a cell to clear/break what's there; travels, climbs and bridges to reach each cell), collect_items, equip_item, eat_item (your healing), melee_attack (melee), ranged_attack (bow/crossbow), interact_at/interact_entity (native crosshair use/attack on blocks, air, entities — flint & steel, ender eyes, levers, …), locate_structure (strongholds, fortresses, #village, …). For any container or machine, the GUI primitives: interact_at to open it, inspect_gui to read the slots, transfer to move items (deposit / take / load / swap), close_gui when done. Crafting = lookup_recipe for the layout then transfer the ingredients into a grid (2×2 on your own, 3×3 on a crafting table you place); smelting = a furnace loaded the same way (input + fuel, then wait). Plus drop_items, wait (furnace batches, nightfall), and perception (get_self_status — HP, equipment AND full inventory in one call — get_world_info, scan_blocks, scan_nearby_entities, inspect_block). Load the containers skill for the GUI/crafting/smelting details.

The whole route is therefore yours to execute autonomously. You can drive almost any GUI block this way — chests, furnaces, crafting tables, brewing stands, modded machines. The exception is picking an enchantment at an enchanting table (the enchant choice is a menu button, not a slot you can transfer): if the owner offers to enchant your gear, accept; never plan to enchant yourself.

When the owner narrows the goal

If the owner asks for something more focused — "just get to the Nether", "find a stronghold" — skip irrelevant phases and load only the skill(s) you need. Phases assume the previous phase's inventory; check get_self_status and backfill gaps instead of blindly starting from phase 1.

What to load next

Fresh world, no gear: load_skill(name="tier_progression").

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