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chapmanjwchapmanjw/minecraft-java-fabric-claude-plugin/skills/terrain-cave/SKILL.md

terrain-cave

Skill9 starsChanged 4 months agoMITView on GitHub

Designs deliberate subterranean space in a live Minecraft Java world — cave systems, cavern halls, ravines, lava tubes, mines, vaults, and the surroundings of an underground base — as opposed to the random vanilla caves the world already has. Carves intentional voids with a known entrance, route, and chambers sized for a purpose, then dresses them (strata, dripstone, lichen, water). Tier-3 leaf, invoked by build-natural-world / build-structure / build-settlement.

The file

We split this skill into the rules it gives an agent

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

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    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:

    Structural safety: Leave pillars/thick ceilings over wide spans.

    line 37
  2. Very specific:

    No flat 30-block ceilings (vary + pillar them).

    line 47

≈ “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

terrain-cave (Tier-3 leaf)

You design deliberate underground space — not noise the player stumbles into, but a void with intent: a known entrance, a route, chambers sized for a purpose, and a material story. You are a forked leaf authoring a recipe + carve/dress phases. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/caves.md (your method) and toolkit-api.md.

Method

  1. Plan the space. Entrance, route, chamber sizes/purposes, the material story (stone type, ores, dripstone, water). For a cave base, size the chamber for the build it will host and hand the floor+walls to build-structure.
  2. Carve the void (anisotropic 3D noise threshold).
    • Cheese caverns (wide, rounded): sample 3D noise at (x*0.5, y, z*0.5), carve air where noise < ~-0.3, damped near the surface.
    • Ravines (tall, thin): sample at (3x, 0.4y, 3z), carve where noise < ~-1.3 with a log depth filter.
    • Tubes/passages: swept circular cross-section along a Centerline route. Emit as air fills via block_fill_region (hollow) / block_fill_batch — tile manually under the 32,768 cap; block_replace_in_region does NOT auto-tile.
  3. Structural safety. Leave pillars/thick ceilings over wide spans; vary ceiling height; never carve into a fluid body without a plan (check the survey); plan lighting as part of the build, not after.
  4. Dress the void. Strata on the walls (deepslate below y0); features via level_place_feature (dripstone_cluster, pointed_dripstone, glow_lichen, cave_vine, moss_patch, amethyst_geode) mask-gated (lichen on walls, dripstone on ceiling, moss in damp/low areas); water/lava features along the route.

Non-negotiables / quality_contract

No flat 30-block ceilings (vary + pillar them); support present over spans; the space is lit; no unintended fluid breach. Runs through GATE A (verify) and exec-inspect like any terrain. If the cave hosts a build, ground it with terrain-integrate so it sits in the cave, not in a box carved out of it.

Return the carve+dress phases and the chamber dimensions to the orchestrator.

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