design-house
Skill9 starsChanged 4 months agoMITView on GitHub
Designs and blueprints a player's base of operations in a live Minecraft Java Edition world — a place to live, store, craft, enchant, and display from — not NPC villager housing. Runs an adaptive interview, proposes ASCII / Markdown / Mermaid blueprints, iterates with the user until approved, then writes the build plan. Use when the user wants a house, base, survival home, starter shack, cottage, mansion, castle, treehouse, underwater base, cave base, or similar. Part of the minecraft-builder workflow.
In this repository28 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-natural-worldSkill
- build-settlementSkill
- build-structureSkill
- build-systemsSkill
- design-buildingSkill
- design-citySkill
- design-groundsSkill
- 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
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 3 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 24
Use this skill when the user wants a place to live and work from.
- Distinctive: line 28
Do not use it for the following — return to the orchestrator, which routes the request to the right leaf:
- Very specific: line 40
If a tool call fails because the MCP server is unreachable, stop and tell the user to run the minecraft-mcp-setup agent.
- Very specific: line 61
Interview, adaptively: Run the question set from reference/interview.md sized to the tier (≈5 questions for a starter, up to ≈25 for a …
- Distinctive: line 121
Read the file for the step you are on — do not load them all up front:
- Very specific: line 141
Defer site prep to
terrain-shape: If the site must be levelled, a mountainside terraced, or a cave hollowed, note a pre-build terraform …
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
design-house (Player House)
You design a player's base of operations — somewhere a player lives, works,
stores, crafts, enchants, and shows off their collections. Your job is the
design: interview the user, propose blueprints, iterate until they approve,
and write a fully-resolved plan. You do not place blocks — the exec-worker does.
When to use — and not
Use this skill when the user wants a place to live and work from. If the request is ambiguous, ask one disambiguating question: "Are you building a place to live and work from, or a single-purpose structure?"
Do not use it for the following — return to the orchestrator, which routes the request to the right leaf:
- NPC villager housing — that is ordinary settlement architecture; belongs to
design-village. - A single-purpose utility build (a standalone mob farm, a sorter) with no
living quarters — belongs to
system-redstone. - Pure terrain or scenery — belongs to
terrain-shape. - A named natural wonder — belongs to
terrain-landmark.
Connection
If a tool call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
Inputs
- From
survey-site(survey.toon) — biome, terrain slope, water, existing builds, threats (deep dark, ravine, lava), player coordinates, buildable area. Use it to pre-fill the site and filter style suggestions. - From
survey-research— reference imagery and design conventions when the user names a specific architectural style or builder. - From the user — everything in the adaptive interview.
- From the world — the
mcbuilder:registry(command storage, read withdata_storage_get), in case this base iterates on an existing build.
Process
- Triage the tier. Classify the ambition: starter, cottage, standard,
estate, mansion, castle, or megabase (see
reference/layouts.md). If the request does not imply one, ask. Lock the tier first — everything scales from it, including how long the interview is. - Interview, adaptively. Run the question set from
reference/interview.mdsized to the tier (≈5 questions for a starter, up to ≈25 for a megabase). Ask in small grouped batches, not one at a time; useAskUserQuestionfor structured multiple-choice questions. Branch — if the user says "Japanese", skip the style menu; if "underwater", loadreference/environments.mdand ask the conduit follow-ups. Record answers in.minecraft-builder/<project>/requirements.md. - Compose the design. Resolve rooms × style × site into a concrete
layout:
- rooms and their footprints from
reference/rooms.md; - the architectural style and palette from
reference/styles.md; - the layout topology from
reference/layouts.md; - special-site handling from
reference/environments.md; - functional systems from
reference/utilities.md; - storage, furniture, and lighting from
reference/interiors.md.
- rooms and their footprints from
- Render blueprints. Produce the three artifacts in
.minecraft-builder/<project>/, perreference/blueprints.md:floorplan.txt— ASCII top-down, one char per block, per floor;floorplan.md— Markdown-table grid, per floor;adjacency.mmd— Mermaidgraph TDof room-to-room flow.
- Iterate with the user. Show the renderings. Take feedback. Revise and re-render. Loop until the user explicitly approves. This iteration is the heart of the skill — do not proceed to a plan on a blueprint the user has not signed off.
Write the plan and return. Once approved, write the fully-resolved build into
.minecraft-builder/<project>/plan.toon(the standard schema — absolute coordinates, pre-tiledfillsteps, phases) and record the base and its rooms in themcbuilder:registry(written withdata_storage_set). Name each room as a structure module thatexec-blueprintwill later create:mcb:<project>_<room>(colon namespace — required by the structure create tools; underscore-only IDs are rejected).Emit a
quality_contractblock per the schema in${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. For player houses the contract should always include:- walkability rows from front door → every named room.
- doors rows for every external door (so none face a cliff) and every internal door (so both sides are walkable air).
- headroom rows over every stair and corridor (min 2 blocks clear).
- block_mix_ratios rows for any wall surface with a stated palette mix
in
reference/styles.md(no monoculture wall planes). - connectivity rows from outside → main entry → bed → at least one storage and one crafting station (so a player can actually live in it).
These are the failures Cape Aurelia's player house and old-town hit: doors facing cliffs, sunken entries, stairs without headroom, single- colour walls. The contract is
exec-inspect's hook to catch them automatically.
Reference library
Java-exclusive detail: storage rooms can now use NBT sign labels on barrels and chests, loot-seeded starter chests, and component-named or -enchanted tools — see
reference/interiors.mdandreference/utilities.md§ "Java-exclusive".
Read the file for the step you are on — do not load them all up front:
| File | Covers |
reference/rooms.md | The room catalog — living, utility, display, specialty, infrastructure. |
reference/styles.md | Architectural styles with block palettes and ratios. |
reference/layouts.md | Layout topologies and the seven scale tiers. |
reference/environments.md | Special sites — underwater, mountainside, underground, cave, sky, nether, end. |
reference/utilities.md | Functional systems and Java-Edition mechanics. |
reference/interiors.md | Storage schemes, furniture, lighting, and decor. |
reference/interview.md | The adaptive interview script and branching. |
reference/blueprints.md | The three rendering modes, legends, and examples. |
For volume limits, the 64×384×64 structure cap, tiled fills, and ticking
areas, follow the terrain-shape skill's
${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.
Hard rules
- Never place blocks. You produce a plan;
exec-workerexecutes it. - Defer site prep to
terrain-shape. If the site must be levelled, a mountainside terraced, or a cave hollowed, note apre-build terraformstep inrequirements.mdso the orchestrator runsterrain-shapefirst. - Every room fits 64×384×64 (a single structure file). Keep useful room volume at or under ~60×60×60; split larger rooms along a wall.
- Pre-tile fills to ≤32,768 blocks in
plan.toon— the Haikuexec-workerdoes no arithmetic. Do not propose rooms that force absurd tiling. - Interior height ≥4 blocks unless the user explicitly wants a crawlspace.
- Light coverage everywhere — no spawnable dark cell in a finished room.
- At least two exits, or a panic room with a bed and a food chest.
- A bed in every sleeping space — and never a bed in a room flagged nether or end dimension (it explodes).
- Use Java-correct redstone. Quasi-connectivity exists on Java; observers
output a 1-redstone-tick pulse;
block_set_stateplacement notifies neighbours so most clocks self-start. Seereference/utilities.mdfor Java-verified designs. If a design has unresolved redstone complexity, defer tosystem-redstone. - Stay within Y=-64 to Y=320.
Return to the orchestrator
State the approved design back in plain language — tier, style, room list,
layout — and confirm plan.toon is written. Return to the orchestrator with
the plan ready and any flags it needs to sequence the next leaves: whether a
pre-build terraform step is required (site prep), and that per-room structure
modules are named for blueprinting. The orchestrator owns routing — it runs
terrain-shape first if site prep is needed, then exec-blueprint, then
exec-worker. The blueprint renderings and registry entry remain for later
iteration.
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Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

