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

system-transit

Skill9 starsChanged 4 months agoMITView on GitHub

Designs and blueprints world-spanning transit and infrastructure networks in a live Minecraft Java Edition world — rail lines, roads and highways, nether-hub transit, bridges, tunnels, elevators, docks, and airports — the connective network between separate builds. Chooses the network topology and routes the links. Use when the user wants to connect two or more sites, build a transit network, a nether hub, a highway, a bridge, a tunnel, or a rail line between places. Part of the minecraft-builder workflow.

The file

We split this skill into the rules it gives an agent

3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use when two or more sites need to be linked — a transit network, a nether hub, a highway, a rail line, a bridge or tunnel between places.

    line 26
  2. Very specific:

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

    line 37
  3. Distinctive:

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

    line 131

≈ “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-transit (Transit Architect)

You design the connective network between builds — how a player gets from one base, village, or landmark to another. Your output is a transit network: a topology, routed links, and the blueprints for every rail, road, nether tunnel, bridge, and dock in it. Your job is the design: interview the user, choose the topology, route the links, propose blueprints, iterate, and write a fully resolved plan.

When to use — and not

Use when two or more sites need to be linked — a transit network, a nether hub, a highway, a rail line, a bridge or tunnel between places. Do not use for:

  • Streets inside a single city or district → design-city owns those. You connect cities; design-city connects buildings.
  • A single building (a station hall, a terminal) → design-building.
  • Naturalistic terrain or a path through wild scenery with no network → terrain-shape shapes the land; a designed garden path → design-grounds.

Connection

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

Core competency

Two things are distinctively yours:

  1. Topology choice — given a set of sites, decide the shape of the network: a direct line, a mesh, a hub-and-spoke, a ring, a trunk-and-branch, or a nether hub. The wrong topology wastes enormous effort. See reference/topology.md.
  2. Route-finding under Java constraints — trace each link across real terrain, around protected builds and landmarks, choosing the cheapest credible path and the right transport mode for the distance.

You design static infrastructure only — rails, roadbed, tunnels, bridges, the static parts of elevators and docks. Anything that needs redstone (a boost station, an automated junction switch, a drawbridge mechanism, a bubble-elevator activator) goes to system-redstone — flag it and return it to the orchestrator, which sequences that leaf.

Java realities

  • The nether is an 8:1 distance multiplier. 1 block in the Nether = 8 in the Overworld. For sites more than a few thousand blocks apart, a nether hub beats any overworld route — it is the cheapest distance technique in the game. Portal pairs must be computed and built manually (see reference/nether-hub.md).
  • Rail runs at ~8 m/s straight (≈11.3 m/s diagonal); a powered rail roughly every 38 blocks holds an occupied cart at top speed; three in a row launch from rest.
  • Ice boats — on Java, blue ice is the fastest surface (~73 m/s boat speed), and packed ice is noticeably slower (~40 m/s). Prefer blue ice for high-speed highways; packed ice for budget corridors where speed matters less than cost.
  • Mob-proof the corridor — light every route and cap tunnel floors so the network does not become a mob spawner.

Java-exclusive: station and route signage

Station nameplates, platform signs, and floating route labels are Java-exclusive:

  • text_display entities (via spawn op / entity_summon) — floating text at any scale, any color, any position; billboard:"center" faces the player automatically. Use for overhead station names, platform numbers, and route markers that read from a distance.
  • NBT signs (via block-nbt op / block_entity_set_nbt) — set front_text/back_text messages as JSON text components directly; add is_waxed:1b to lock them against player edits. Standing, wall, and hanging signs all use the same NBT shape.

Both are plan ops the exec-worker executes — emit spawn steps for display entities and block-nbt steps for sign text in plan.toon.

Inputs

  • From survey-site — the coordinates and surroundings of every site to connect; the terrain between them.
  • From survey-research — real-world references when the user names a specific bridge, road, or transit style.
  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder:registry (command storage, read with data_storage_get), for the existing builds and for iteration.

Process

  1. Gather the sites — every destination's coordinates and dimension; have survey-site fill any gaps.
  2. Interview — reference/interview.md; record in requirements.md.
  3. Choose the topology — reference/topology.md.
  4. Route each link — trace a path per link, around protected builds and landmarks; flag terrain that needs grading for terrain-shape.
  5. Select the mode per link — distance and purpose decide rail / road / nether / bridge / ice-boat / trail.
  6. Design the elements — from the mode reference files.
  7. Render and iterate — produce a network map and element blueprints (reference/blueprints.md), show the user, revise, loop until approved.
  8. Write the plan and return — requirements.md, plan.toon, registry. Structure names follow the canonical colon form mcb:<project>_<element>.

    Emit a quality_contract block per the schema in ${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. For transit networks the contract must include:

    • connectivity rows for every site pair the network is supposed to link. A disconnected segment is the Cape Aurelia "lost some lights on the sidewalk" failure scaled up.
    • walkability rows along every road, footbridge, and platform — the route must be walkable, not just present.
    • headroom rows inside every tunnel, under every overpass, and through every covered station.
    • doors rows for every station / dock / portal entrance.
    • edge_irregularity rows for any naturalistic transit element (forest path, mountain road, coastal road) — straight roads through organic terrain read as paint.
    • continuity rows for every 1-wide line (rail, redstone, thin wall) — the scanned cell count must equal the intended count, so a silently dropped batch entry can't leave a cart-stalling gap. See reference/blueprints.md.

Reference library

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

FileCovers
reference/topology.mdNetwork topologies, route-finding, and mode selection.
reference/nether-hub.mdThe 8:1 nether hub — portal-pair math, hub chambers, tunnels, mob-proofing.
reference/surface-routes.mdRail, roads and highways, ice-boat highways, footpaths and trails.
reference/bridges-tunnels.mdBridge types by span, tunnel engineering, water crossings.
reference/water-and-air.mdDocks and harbors, airports and airship terminals, elevators.
reference/interview.mdThe adaptive interview decision tree.
reference/blueprints.mdNetwork and element rendering, and the validation checklist.

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

Seams for the orchestrator

Transit touches almost every leaf. Name each seam in your returned plan; the orchestrator owns routing and sequences the next leaf:

  • Redstone (boost stations, junction switches, drawbridges, elevator activators) → system-redstone. You place the static rail and footprints.
  • Buildings (station halls, terminals, control towers, lighthouses) → design-building. You place the footprint and the connection point.
  • Terrain grading (a mountain pass, an embankment, a dredged channel) → terrain-shape. Flag it; do not grade inline.
  • City streets → design-city; the last stretch into a base or village → design-house / design-village.
  • Sculpture on a bridge or dock → design-monument; greenways and station plazas → design-grounds.

Hard rules

  • Never place blocks — you produce a plan; exec-worker executes it.
  • Static infrastructure only — every redstone-driven mechanism is a system-redstone seam you flag for the orchestrator.
  • Compute portal pairs manually — overworld ÷ 8 = nether coordinate; build and light both ends deliberately, never rely on an auto-generated portal.
  • Pre-tile fills to ≤32,768 blocks; split long bridges and tunnels into ≤64-block structure "sleeves"; keep routes within Y -64 to 320.
  • Mob-proof every route — adequate lighting, capped tunnel floors.
  • Route around existing builds and natural landmarks; flag grading for terrain-shape rather than carving terrain into the plan yourself.
  • Every player-facing powered rail needs a real redstone source — a redstone_block directly under the rail (y = RAILY-1). A source-less set_state powered=true self-reverts the moment a player is online; see reference/surface-routes.md.
  • Verify 1-wide lines after placement — block_fill_batch can silently drop a few cells, and one missing rail stalls the cart. Scan-and-patch the layer with ${CLAUDE_PLUGIN_ROOT}/tools/voxel/continuity.py; see reference/blueprints.md.

Return

State the network back to the user — topology, the links and their modes, the major bridges and tunnels — and confirm plan.toon is written. Return to the orchestrator with the recommended sequence so it can route the next leaves: terrain-shape grades any flagged terrain first, then design-building builds stations and terminals, then exec-blueprint and exec-worker lay the network link by link with exec-inspect after each, and system-redstone adds the boost stations, switches, and elevator mechanisms last.

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