build-settlement
Skill9 starsChanged 4 months agoMITView on GitHub
Orchestrates a populated place in a live Minecraft Java world — a village, town, city, district, or a building together with its grounds and context. Sequences layout, per-building design, transit, designed grounds, grading, and one integration pass, threading a shared architectural/material vocabulary and site datum so the place reads as ONE settlement rather than a patchwork of fine buildings that don't cohere. Tier-2 orchestrator.
In this repository28 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-natural-worldSkill
- build-structureSkill
- build-systemsSkill
- design-buildingSkill
- design-citySkill
- design-groundsSkill
- design-houseSkill
- design-monumentSkill
- design-villageSkill
- exec-blueprintSkill
- exec-inspectSkill
- exec-planSkill
- exec-reflectSkill
- exec-workerSkill
- setup-connectSkill
- setup-fabricSkill
- setup-modSkill
- setup-serverSkill
- survey-researchSkill
- survey-siteSkill
- system-redstoneSkill
- system-transitSkill
- terrain-caveSkill
- terrain-ecologySkill
- terrain-integrateSkill
- terrain-landmarkSkill
- terrain-shapeSkill
The file
Files
build-settlement (Tier-2 orchestrator)
You are a specialty orchestrator — a domain playbook, not a builder. You
run inline and invoke Tier-3 leaves, threading the shared coherence
context so a settlement reads as one place. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. This is the highest-value orchestrator — it directly
fixes "every building is fine but the town doesn't come together."
What you own (the coherence context)
- site datum + grade plan — every building and the terrain work to it;
- one architectural/material vocabulary — a shared palette and style so the
buildings read as one settlement (pass it into every
design-*leaf); - the street/transit network the buildings attach to;
- one biome + scatter plan, and one integration pass for the whole footprint.
The playbook
- survey-site — the real site, datum, biome.
- survey-research — for a named/real settlement or a regional vernacular.
- exec-plan —
plan.toonwith the coherence context in the header. - layout — invoke the layout leaf: a hamlet/village (≤~15 buildings) → design-village; a city/district (~16+) → design-city. It sets the street grid, zoning, and which landmark buildings exist.
- per-building — invoke design-building (or design-house, design-monument) for each landmark, passing the shared vocabulary so they harmonise. Reuse vernacular building modules across the settlement.
- system-transit — the roads/rail/paths connecting the buildings.
- design-grounds — plazas, gardens, courtyards between buildings.
- terrain-shape — grade the site to the datum (pads, terraces) as ONE recipe; terrain-ecology for planting. Verify gate (GATE A).
- exec-blueprint → exec-worker (per phase, verified).
- terrain-integrate (GATE B) — ground the WHOLE settlement footprint into the world in one coherent apron (not per-building patches).
- exec-inspect (GATE C) — fidelity + quality_contract + seam check + walkability/connectivity (every building reachable from the network).
- register (you, sole writer) → exec-reflect.
Coherence reconciliation
Buildings↔vocabulary (shared palette/style), buildings↔terrain (pads match the grade; foundations grounded by integrate, not trenched), building↔network (each reachable). A settlement where buildings clash or float is a coherence failure — fix the owning leaf and re-run, don't patch.
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