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chapmanjwchapmanjw/minecraft-java-fabric-claude-plugin/skills/build-settlement/SKILL.md

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.

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SKILL.md

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

  1. survey-site — the real site, datum, biome.
  2. survey-research — for a named/real settlement or a regional vernacular.
  3. exec-plan — plan.toon with the coherence context in the header.
  4. 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.
  5. 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.
  6. system-transit — the roads/rail/paths connecting the buildings.
  7. design-grounds — plazas, gardens, courtyards between buildings.
  8. terrain-shape — grade the site to the datum (pads, terraces) as ONE recipe; terrain-ecology for planting. Verify gate (GATE A).
  9. exec-blueprint → exec-worker (per phase, verified).
  10. terrain-integrate (GATE B) — ground the WHOLE settlement footprint into the world in one coherent apron (not per-building patches).
  11. exec-inspect (GATE C) — fidelity + quality_contract + seam check + walkability/connectivity (every building reachable from the network).
  12. 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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