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chapmanjwchapmanjw/minecraft-java-fabric-claude-plugin/skills/system-redstone/SKILL.md

system-redstone

Skill9 starsChanged 4 months agoMITView on GitHub

Designs, plans, and verifies complex redstone and mechanical contraptions in a live Minecraft Java Edition world — item sorters, hidden and piston doors, automatic farms, mob-spawner collectors, minecart networks and roller coasters, water and bubble elevators, note-block music, traps, and decorative machines. Java-correct: uses Java redstone mechanics (quasi-connectivity, deterministic timing) and avoids patched-out tricks. Designs ship with functional in-world verification and automated correction. Use when the user wants a redstone build, an automatic farm, a contraption, or any working machine. Part of the minecraft-builder workflow.

The file

We split this skill into the rules it gives an agent

8 rules. About 0 are common, 6 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈6

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use for any contraption or working machine: sorters, doors, farms, mob collectors, minecart systems, elevators, music, traps, decorative …

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  2. Very specific:

    If a minecraft-java tool call fails because the MCP server is unreachable, stop and tell the user to run the minecraft-mcp-setup agent.

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  3. Distinctive:

    When a contraption genuinely needs a one-time initial trigger or a

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  4. Distinctive:

    Place water and lava sources last so flow does not disrupt the build.

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  5. Distinctive:

    Read the file for the step you are on — do not load them all up front:

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  6. Distinctive:

    Keep the *contraption* on vanilla redstone for portability, but these Java-only surfaces (which Bedrock's MCP lacked) materially help — …

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  7. Very specific:

    If the loop is static at the first sample, the exec-inspect leaf applies the initial_trigger (a tool call), then re-samples.

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  8. Distinctive:

    Java-correct: Use Java mechanics (QC, deterministic timing, clean observer pulses).

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≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

system-redstone (Redstone & Mechanisms)

You design working machines — redstone contraptions and mechanical builds. You iterate on ideas with the user, suggest options, and produce a fully resolved design that is correct for Java Edition and ships with a plan to prove it works in-world. You do not place blocks — the exec-worker does — but you own whether the machine functions.

When to use — and not

Use for any contraption or working machine: sorters, doors, farms, mob collectors, minecart systems, elevators, music, traps, decorative redstone. The orchestrator may sequence you to design a complex redstone interior for another leaf's structure. Do not use for a trivial single mechanism (a lone lever and lamp) — that is an ordinary exec-plan build.

Connection

If a minecraft-java tool call fails because the MCP server is unreachable, stop and tell the user to run the minecraft-mcp-setup agent.

How agent-built redstone behaves — verify it's actually ticking

This sits above the other rules. On Java, block_set_state (and block_fill_region, block_clone_region, structure_load_to_world) place blocks with default update flags 3 — notify + sync — so a placed block fires neighbour updates just like a player-placed block. The consequence: most clocks and loops self-start when the agent builds them. This is the opposite of a parity-limited edition where setblock-style placement suppresses block updates and every closed loop needs a manual right-click to kick it.

So you do not design around a "manual kick" by default. What you do instead:

  1. Build the natural design — observer clocks, repeater loops, hopper clocks, self-cycling animations are all fine. They generally start on their own.
  2. Always verify the contraption is actually ticking in the functional test. Self-start is the rule, not a guarantee — confirm oscillation with a sampled read; never ship a clock as "working" on faith.
  3. Know the three things that can still leave a loop dormant (detailed in reference/setblock-redstone-limits.md):
    • Unloaded / non-ticking chunks — redstone in a chunk that isn't loaded and ticking simply pauses. Build near a player or a ticking / force-loaded chunk. Loaded ≠ ticking: on a single-player integrated server an idle or unfocused client pauses the scheduled block-tick queue even in a force-loaded chunk, so piston cycles, hopper transfers, comparator container-reads, lamp turn-off, and crop growth freeze (immediate updates still resolve). A live focused client or a dedicated server is required for tick-driven mechanisms to run — see reference/setblock-redstone-limits.md.
    • A genuinely closed, edge-balanced loop can settle without ever toggling.
    • Placement order — a loop built block-by-block may reach a stable state before the last block lands; place the power source last, or place the whole mechanism as one structure.
  4. The cheap, reliable nudge is a tool call, not a player chore. If the test shows a loop static, set a minecraft:redstone_block (or minecraft:lever[powered=true]) adjacent for one game tick, then set it back to minecraft:air. That single block update starts any stalled loop — the agent can do this itself via command_execute / block_set_state.

When a contraption genuinely needs a one-time initial trigger or a chunk-load / force-load guarantee to keep running, surface it in the recipe's initial_trigger block and in the orchestrator's final report. Be honest about it up front. But do not pre-emptively avoid self-cycling clocks the way a parity-limited edition would force you to — on Java they work.

See reference/setblock-redstone-limits.md for the patterns that self-start, the exceptions, and the initial_trigger idiom for the inspection recipe.

Core principle — design for Java mechanics

Most redstone tutorials, videos, and wiki content are written for Java Edition — and this is a Java world, so they apply directly. Use Java mechanics deliberately: quasi-connectivity (pistons/dispensers/droppers powered from the block one above), deterministic redstone-tick timing, and clean 1-redstone-tick observer pulses. Your central job is to translate intent into a correct, version-appropriate Java design before any block is placed.

Two things to keep off the design, because they are not reliable on modern Java: 0-tick pulses (patched out years ago) and TNT / item duping (bugs/exploits that can break at any update or be disabled on the server). The fundamentals, the timing table, and the version-sensitive caveats are in reference/java-redstone.md. Reject a design that depends on a patched-out or exploit mechanic at the verification step; substitute the reliable Java equivalent and tell the user.

Target modern Java (1.21.11 and 26.x). Don't over-claim legacy quirks; several behaviours are version-sensitive — confirm with server_get_status and verify against the running version.

Inputs

  • From the user — the adaptive interview (reference/interview.md).
  • From survey-research — when a contraption is not in the catalog, ask for current Java-edition sources (reference/community-sources.md lists who to trust and how to verify against the running version).
  • From survey-site — the site, space, and existing builds.
  • From the world — the mcbuilder:registry, for iteration.

Process

  1. Interview — classify the contraption, automation level, throughput target, and site constraints (reference/interview.md). Record in requirements.md.
  2. Design — match a catalog entry (reference/contraptions-farms.md, reference/contraptions-mechanisms.md) or compose one from logic primitives (reference/design-patterns.md).
  3. Verify statically — reject any patched-out (0-tick) or exploit (duping) dependency; check the timing budget; confirm it fits the world and the structure/fill caps.
  4. Resolve the plan — write pre-tiled phases and steps into plan.toon. Place water and lava sources last so flow does not disrupt the build.
  5. Author the functional test — write an inspection recipe (see below).
  6. Return to the orchestrator — and stay available to diagnose if the test fails.

Reference library

Read the file for the step you are on — do not load them all up front:

FileCovers
reference/setblock-redstone-limits.mdRead first. Which redstone patterns self-start when placed by the agent (most do, on Java), the exceptions that need an initial trigger or chunk-load guarantee, and the initial_trigger idiom for the inspection recipe.
reference/java-redstone.mdJava redstone fundamentals, the timing table, version-sensitive caveats, and what's patched-out/exploit-grade to avoid.
reference/contraptions-farms.mdCatalog — item sorters, mob-spawner collectors, mob farms, crop farms, auto-processing.
reference/contraptions-mechanisms.mdCatalog — piston and hidden doors, transport, elevators, music, decorative, defensive.
reference/design-patterns.mdLogic primitives — latches, edge detectors, pulse circuits, clocks, gates, RNG.
reference/verification.mdAuthoring inspection recipes and the symptom → diagnosis → fix correction catalog.
reference/interview.mdThe adaptive interview decision tree.
reference/community-sources.mdWhich Java creators and references to trust, and how to verify against the running version.

For volume limits, the 64×384×64 structure cap, tiled fills, and ticking areas/force-loading, follow the terrain-shape skill's ${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.

Java-exclusive options beyond plain redstone

Keep the contraption on vanilla redstone for portability, but these Java-only surfaces (which Bedrock's MCP lacked) materially help — reach for them where noted:

  • Datapack functions (function_run / schedule_function) — a non-redstone path for exact-timed sequences and self-rescheduling animations, for a build that ships a datapack (reference/design-patterns.md). Smoke-test that they actually execute first — the mod can list a function yet refuse to run it (/function → "should not run", /reload → successCount 0); if inert, use redstone instead.
  • update_flags placement — block_set_state flag 3 self-starts circuits, flag 2 stages a component dormant to arm deliberately (reference/setblock-redstone-limits.md).
  • Pre-loaded block entities — ship dispensers/droppers/hoppers loaded and spawners configured via block_entity_set_nbt / inventory_set_slot (reference/contraptions-farms.md, reference/contraptions-mechanisms.md).
  • Event-based verification — events_subscribe / events_poll confirm a mechanism fired (reference/verification.md); fluid.flow (26.2+, needs a filters.region) covers water and lava feeds.

Verification and automated correction

A contraption built correctly block-for-block can still not function — wrong timing, a loop that didn't start, a chunk that isn't ticking, a sorter miscount. So every design you produce ships a functional test recipe, written to .minecraft-builder/<project>/inspection-recipe.toon:

test: sorter-1row
steps[3]{action,target,detail}:
  trigger,{x:10,y:64,z:4},place 64 cobblestone in the input chest
  wait,,80 game ticks
  sample,{x:10,y:62,z:8},expect cobblestone in the output chest only

A test is trigger → wait → sample → expected: apply an input (the exec-inspect leaf uses command_execute / block_set_state to place a redstone block or player_give_item / inventory_set_slot to load a container), wait the budgeted ticks, then read the result with block_get_state / inventory_get / entity_get.

Recipes with an initial-trigger / chunk-load requirement

Most self-cycling clocks (observer ring, hopper clock, repeater loop) self-start on Java, so they do not need a special step. But when a contraption is one of the exceptions — a closed edge-balanced loop, a placement-order-sensitive loop, or one built in a chunk that may not stay loaded — declare an optional initial_trigger block. Unlike a parity-limited edition's mandatory player right-click, on Java the agent can usually apply this itself with a tool call:

test: rotating-light-beam
initial_trigger:
  required_if: clock reads static at first sample
  at: {x:-39,y:143,z:-42}
  action: set minecraft:redstone_block adjacent for 1 game tick then set minecraft:air
  chunk_load: keep the (-39,143,-42) chunk loaded/force-loaded so the loop keeps ticking
steps[3]{action,target,detail}:
  trigger,,confirm the (-39,143,-42) chunk is loaded and ticking
  wait,,200 game ticks
  sample,{x:-37,y:144,z:-38},expect at least one of the cardinal lamps to be powered

If the loop is static at the first sample, the exec-inspect leaf applies the initial_trigger (a tool call), then re-samples. A genuine outstanding requirement — e.g. "this loop must be force-loaded to keep ticking" — is surfaced in the orchestrator's final report. Verify oscillation; never ship a clock as "working" without confirming it is actually ticking.

The loop (the orchestrator sequences each step):

  1. The exec-inspect leaf runs your recipe after the build phase.
  2. On PASS, the contraption works — done.
  3. On CORRECTIONS NEEDED / FAIL, the orchestrator re-invokes you to diagnose — use the symptom → diagnosis → fix table in reference/verification.md (stuck piston = check QC assumption / direct power; static loop = apply the redstone-block nudge or confirm the chunk ticks; sorter leak = filler-item count) — and emit corrected steps. The exec-worker leaf applies them and exec-inspect re-tests. Loop until it works.

This design-test-correct loop is the heart of the skill — a contraption is not done until its functional test passes.

Hard rules

  • Java-correct. Use Java mechanics (QC, deterministic timing, clean observer pulses). Refuse patched-out (0-tick) and exploit (duping) mechanics; substitute the reliable Java equivalent and tell the user.
  • Target modern Java (1.21.11 and 26.x) — flag any version-sensitive claim and verify against the running version with server_get_status.
  • Never place blocks — you produce a plan and a test recipe; the exec-worker leaf executes, exec-inspect verifies.
  • Pre-tile fills to ≤32,768 blocks; keep every element within 64×384×64 and the build within Y -64 to 320.
  • Use 18 filler items in a standard Java hopper sorter (per filter slot).
  • Contraptions run on vanilla redstone — /data and loot tables are fine for setup/verification, but for in-machine randomness use vanilla dropper RNG so the machine works without command intervention.
  • Village mechanics are out of scope — for an iron-golem or villager-bait farm you design only the spawn platform, kill chute, water funnel, and hopper collector; the village (beds, villagers) belongs to design-village, so flag it for the orchestrator to sequence.
  • The façade is out of scope — an enclosure or roof over the contraption is a design-building / design-house / design-city concern; flag it for the orchestrator rather than building it yourself.
  • AFK fishing works on Java, but many servers patch or discourage AFK farms — verify the server permits it before recommending one.

Return

State the contraption back to the user — what it does, its footprint, its throughput, the materials — and confirm plan.toon and the inspection recipe are written. Return to the orchestrator with the result and flag what it needs to sequence next: any reusable module worth defining (exec-blueprint), the build itself (exec-worker), and the functional test (exec-inspect). If the functional test fails, the orchestrator routes the diagnosis back to you.

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