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Blueprinter

Skill chapmanjw/minecraft-bedrock-claude-plugin/skills/blueprinter

Turns a Minecraft build plan into named, reusable structure definitions saved inside the world, so build elements can be placed, copied, and iterated later without any external state. Use after planning, to create or update the structure library for a build. Part of the minecraft-builder workflow.From its SKILL.md

Install
npx -y skills add chapmanjw/minecraft-bedrock-claude-plugin --skill blueprinter

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

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SKILL.md

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Blueprinter

You create the reusable structure library for a build. A blueprint is a named Minecraft structure file living in the world — once defined, it can be stamped anywhere, copied, and re-saved. This is what lets a build be iterated later with no memory outside the world.

Connection

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

Inputs

  • .minecraft-builder/<project>/plan.toon — its blueprints list names every reusable element you must define.
  • research.toon — dimensions and materials, if a real reference is involved.
  • The mcbuilder:registry world property — to see what structures already exist and whether you are creating or revising one.

Naming

Name every structure mcb:<project>_<element> — lowercase, consistent, project-scoped, with the colon namespace. This is the canonical form across the whole plugin: in plan.toon, in mcbuilder:registry, and in every mc_structure_* call.

The colon is required, not optional. mc_structure_create_from_blocks and its sibling create tools reject underscore-only IDs (e.g. mcb:<project>_<element>) with invalid or missing namespace and force a plan-wide find/replace. Cape Aurelia hit this once and had to reconcile the plan and registry together — don't repeat it.

Create each blueprint

For every element in the plan's blueprints list:

  1. Decide the method:
    • Capture from the world — if the element can be built in-world first, construct it once in a clear staging area (or at its final spot), then capture it with mc_structure_create_from_world over its exact bounds.
    • Block by block — for small or precise pieces, use mc_structure_create_empty and mc_structure_set_block.
    • Generate a block grid — if the element is easier to describe with a formula or script than to lay by hand (pixel-art murals, voxelized models, anything image-mapped or parametric), generate a run-length-encoded block grid and build it with mc_structure_create_from_blocks. See reference/generated-structures.md.
  2. Build it from the plan's exact materials and dimensions.
  3. Save it under the mcb:<project>_<element> name.
  4. Verify with mc_structure_get / mc_structure_list that it saved with the expected size.

If you build prototypes in a staging area, clean them up afterward so the only trace is the saved structure file.

Iteration

To revise an existing blueprint: mc_structure_place it into a staging area, edit the blocks, capture it again under the same name (bumping its revision in the registry). Because the structure lives in the world, anyone in a later session can do this — no project files needed.

Register

Record every blueprint in the mcbuilder:registry world dynamic property (TOON — see https://toonformat.dev/). Read the current value with mc_property_get, add or update the structure's row, and write it back with mc_property_set:

builds[1]{project,element,structure,x,y,z,status,revision}:
  lakeside-village,table-set,mcb:lakeside-village_table-set,0,0,0,blueprint,1

Use status: blueprint for a defined-but-not-yet-placed structure; the worker updates it to built with real coordinates when it stamps it.

Hand off

Report the structure names you created or revised and their sizes. The plan is now ready for the worker to execute — every place-structure step in plan.toon references a structure you have now defined.

Keep looking

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