build-structure
Skill9 starsChanged 4 months agoMITView on GitHub
Orchestrates a single named or standalone structure and the ground it sits on in a live Minecraft Java world — a building, a real-world or fictional replica, a statue or monument, a player house, or a bridge as an object. Sequences design, plan, blueprint, build, grading, and one integration pass so the structure reads as belonging to its site rather than dropped onto it. Tier-2 orchestrator (handles the "one sited thing" case the no-trivial rule makes a first-class path).
In this repository28 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-natural-worldSkill
- build-settlementSkill
- 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-structure (Tier-2 orchestrator)
A specialty orchestrator for one sited structure or art piece. Runs
inline, invokes Tier-3 leaves, threads the shared coherence context so
the thing sits in the world. Read
${CLAUDE_PLUGIN_ROOT}/reference/orchestration/coherence.md and
workflow-spine.md first. Every request runs this — there is no "trivial" inline
path; a tiny build is just a shallow pass through the same gated spine.
What you own (the coherence context)
- one architectural/material vocabulary across the structure's parts;
- the site datum + pad grade;
- the integration plan that grounds the footprint (foundation talus/apron) so the structure belongs to its spot.
The playbook
- survey-site — the real site + datum.
- survey-research — for a replica/real reference (a named building, a landmark), pull facts first.
- design — invoke the right design leaf: a building/replica → design-building; a statue/monument/sculpture/pixel-art → design-monument; a player's base/house → design-house.
- exec-plan → exec-blueprint (reusable
mcb:*modules). - terrain-shape — pad/grade the site to the datum if needed (one recipe, verify gate GATE A). For a cave base, terrain-cave carves the chamber.
- exec-worker — build per phase, verified.
- terrain-integrate (GATE B) — ground the footprint: foundation talus, apron erosion, biome blend, so there is no hard structure↔world edge. Required.
- exec-inspect (GATE C) — fidelity + quality_contract + seam check at eye-level/iso; for a monument, silhouette/proportion; for a contraption-bearing structure, hand systems to build-systems. Reconcile: pad matches grade, foundation grounded not floating.
- register (you) → exec-reflect.
Coherence reconciliation
Structure↔site (pad to datum), structure↔world (foundation grounded by integrate), parts↔vocabulary (one palette/style). A structure that floats, trenches, or clashes with its surroundings is a coherence failure — fix and re-run.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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