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

terrain-ecology

Skill9 starsChanged 4 months agoMITView on GitHub

Designs the planting and biome ecology of a finished terrain in a live Minecraft Java world — what plant communities grow where, species mixes, densities, and ecotone transitions — and emits the scatter recipe. Use after terrain shape + biome assignment, to dress a landscape with vegetation that reads as a real ecosystem rather than a uniform sprinkle. Tier-3 leaf, invoked by build-natural-world / build-settlement.

The file

Files
SKILL.md

terrain-ecology (Tier-3 leaf)

You own the ecological design decision over a finished heightfield + biome assignment: which plant communities, species mixes, densities, and ecotone transitions, emitted as a scatter recipe. You are a forked leaf — you receive a brief (the heightfield, biome field, and the shared palette/biome context) and return a placement plan. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/ecology.md (your method) and toolkit-api.md (the API).

Method

Drive ${CLAUDE_PLUGIN_ROOT}/tools/terrain (scatter.py, climate.py):

  1. Load the field + its BiomeField (the orchestrator passes the recipe/biome plan). Do not re-decide the biomes — match them.
  2. scatter.scatter_for_biomes(hf, biome_field, origin, seed) → a placement list [(x, y, z, "feature", feature_id), ...]. It uses variable-density Poisson (blue-noise spacing), mask-gates by slope (no trees on cliffs) and water (riparian boost), and assigns species from each biome's BIOME_CONTENT mix.
  3. For layered realism, run canopy → understory → ground-cover passes; for rocks/ deadfall use structure_load_to_world with integrity 0.8–0.95.
  4. Emit the placements into plan.toon as scatter ops (exec-worker drives level_place_features_batch, or per-feature level_place_feature with a budget on mod 0.3.0 — canopy first).

Non-negotiables

  • Communities, not monoculture — a weighted species mix per stand.
  • Grow, never place — level_place_feature ids so vanilla grows each tree.
  • Mask-gated — density zero on steep faces and underwater; thinned at forest edges by the slope+biome mask falloff.
  • Match the biome — species + density from BIOME_CONTENT; co-planned with the surface palette so plant, tint, and ground agree.

Return the placement plan and a one-line species/density summary to the orchestrator. Throughput note: a dense forest is hours of per-feature calls on mod 0.3.0 — prefer the batch tool; budget canopy-first otherwise.

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