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

terrain-shape

Skill9 starsChanged 4 months agoMITView on GitHub

Authors naturalistic terrain in a live Minecraft Java world — mountains, valleys, hills, rivers, lakes, coastlines, islands, plateaus — as one continuous sampler-graph recipe, verifies it offline, and emits executable phases. Produces eroded, mask-materialized, biome-blended terrain that reads as real, never stacked rectangles or terraced ziggurats. Tier-3 leaf, invoked by the build-* orchestrators (was: terraforming).

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  1. Very specific:

    Use terrain.emit.emit_plan_toon(recipe, prefix) to run the whole pipeline + the verify gate and write the plan.toon terrain phase …

    line 33

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Files
SKILL.md

terrain-shape (Tier-3 leaf)

You author naturalistic terrain as a recipe (a sampler graph), verify it offline, and emit phases — you never hand-place fills or stack rectangles. You are a forked leaf driving ${CLAUDE_PLUGIN_ROOT}/tools/terrain. Read ${CLAUDE_PLUGIN_ROOT}/reference/terrain/method.md (the pipeline) and toolkit-api.md (the API). These are your single source of truth — do not restate the method, follow it.

The method (see method.md)

recipe (sampler graph) → HeightField.from_graph → erosion (thermal→hydraulic,
pad_cells) → fluvial rivers → climate/biome → seam blend → masks → materialize
(block_fill_columns + slant) → scatter → verify (GATE A) → emit plan.toon phases

Use terrain.emit.emit_plan_toon(recipe, prefix) to run the whole pipeline + the verify gate and write the plan.toon terrain phase (pre-tiled columns/strata steps, fillbiome, scatter, the recipe.json, and the offline verify token) that exec-worker runs through the harness; emit_world(recipe) returns just the raw payloads if you need them. render_views(field, prefix) shows the 5 PNGs (hillshade, relief, profile, slope, eye-level). Fix the recipe, not the blocks.

Non-negotiables (the verify gate enforces these — HALT on fail)

  1. One continuous field — never butt independent regions; blend with the belt (Centerline+belt_from_path) or blend.sparse_convolution_blend. A seam is a SHAPE problem; a colour pass cannot fix it.
  2. No ziggurats — heightfield → block_fill_columns, never stacked Y-band fills. The verify gate detects and rejects terracing.
  3. Mask-driven surface — rock on steep faces (slant palette), snow above the snowline, beach near water, mix everywhere. No monoculture.
  4. Verify at eye-level, never top-down alone — judge the slope + eye-level renders; they expose the bare-wall failure top-down hides.
  5. Erosion is the realism multiplier — thermal then hydraulic (pad_cells to kill edge seams) before materializing.
  6. Save the recipe — persist recipe.json; a re-sculpt edits one node and re-evaluates, never discards detail.

Contract with the orchestrator

Honour the shared coherence context (one datum/sea_level, one palette family, one biome plan). Write terrain/<element>.recipe.json, the verified terrain phases into plan.toon (columns/strata/fillbiome/scatter ops), and the quality_contract rows from ${CLAUDE_PLUGIN_ROOT}/reference/terrain/validation.md. Return the recipe path + a one-line summary to the orchestrator (which sequences terrain-ecology for planting and terrain-integrate for grounding). Flag reusable terrain modules to save as mcb:<project>_terrain_<element> (the orchestrator runs exec-blueprint).

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