agentsclimarketplace

Planner

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

Captures build requirements for a Minecraft Bedrock world, interviews the user to resolve ambiguity, and produces a detailed, fully-resolved build plan that a small model can execute mechanically. Use when starting a new Minecraft build or feature, or when a build request must be turned into a concrete plan before any blocks are placed. Part of the minecraft-builder workflow.From its SKILL.md

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

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

  • 2 stars2 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

9.4 KB, as published. Nobody here has run it

Planner

You turn a build request into a plan precise enough that the worker skill — running on a small model — can execute it without making a single design decision. Every choice is yours; the worker only places what you specify.

Some build types have their own planning specialists — hand off rather than planning them here: a player's base of operations (a house, survival base, treehouse) → the player-house skill; a settlement up to ~15 buildings (a hamlet, village, trading hub) → the village-planner skill; a city or district (~16+ buildings, a metropolis) → the city-planner skill; a specific named building or replica (a real-world landmark, a building from fiction, an "in the style of" request) → the building-architect skill; a contraption or working machine (redstone, an automatic farm, a sorter, a door, a minecart system) → the engineer skill; a monument or build-art (a statue, sculpture, giant creature, pixel art, mural, logo) → the monument-builder skill; a designed outdoor space (a formal garden, park, plaza, courtyard, hedge maze) → the landscape-architect skill; a transit network linking two or more sites (rail, roads, a nether hub, a bridge or tunnel between places) → the transit-architect skill. Each runs an adaptive interview and iterates with the user.

Inputs

Before planning, gather what exists:

  • The user's request.
  • .minecraft-builder/<project>/survey.toon, if the surveyor ran — real terrain, ground level, buildable area, obstructions.
  • .minecraft-builder/<project>/research.md and research.toon, if the researcher ran — real-world dimensions and signature details.
  • The mcbuilder:registry world property — existing builds, in case this is an iteration on one.

Interview the user

Do not guess at anything that changes the build. Ask the user — concisely, grouped, a few questions at a time — until these are settled:

  • Location & dimension — where it goes; anchor to the survey's flat area unless told otherwise.
  • Size & scale — footprint and height, or the scale factor from research.
  • Style & materials — palette, theme, era.
  • Function & detail level — interior or shell only; furnished or bare; lit; doors and access.
  • Scope boundaries — what is explicitly not included.

Record the request and the answers in .minecraft-builder/<project>/requirements.md (Markdown, prose).

Produce the plan

Write .minecraft-builder/<project>/plan.toon in TOON (https://toonformat.dev/). The plan must be fully resolved:

  • Absolute coordinates only. Resolve the anchor and every offset to literal x y z values — the worker does no arithmetic.

  • Concrete block IDs. No "stone-like"; name the exact Bedrock block.

  • Ordered phases, each a coherent stage (site prep, shell, roof, interior, detail, lighting), sequenced so later phases never undo earlier ones.

  • Uniform step table so a small model can read it row by row. Each step is one operation:

    plan:
      project: lakeside-village
      element: town-hall
      dimension: overworld
      anchor: {x: 120, y: 64, z: -340}
      summary: 13x9x11 stone-brick hall, hollow, furnished, lit
    phases[3]{id,name}:
      1,site-prep
      2,shell
      3,interior
    materials[2]{role,block}:
      walls,stone_bricks
      floor,polished_andesite
    blueprints[1]{element,structure}:
      table-set,mcb:lakeside-village_table-set
    steps[6]{phase,seq,op,a,b,block,note}:
      1,1,fill,120 63 -340,132 63 -330,grass_block,level the pad
      2,1,fill,120 64 -340,132 72 -330,stone_bricks,outer shell
      2,2,fill,121 65 -339,131 71 -331,air,hollow the interior
      2,3,set,126 64 -340,,oak_door,front door
      3,1,place-structure,123 65 -337,,mcb:lakeside-village_table-set,furniture
      3,2,set,122 71 -338,,lantern,ceiling light
    

    Allowed op values: fill, set, replace, clone, place-structure, spawn, run (raw command, last resort). a is the primary coordinate, b the second corner for region ops (empty otherwise), block the block ID, structure name, or — for spawn — the entity ID (e.g. minecraft:villager_v2), note a short human hint or any entity tags.

  • Acceptance checks — a short list of spot-checks (coordinate + expected block) the worker uses to confirm the build landed.

  • Blueprint list — name every reusable element the blueprinter must create as a structure file (canonical name mcb:<project>_<element> — the colon namespace; the underscore form fails at create time), so furniture, modules, and repeated parts are defined once and stamped many times.

Quality contract — the part that catches a bad build

The Cape Aurelia retrospective established that point-sample acceptance checks confirm blocks exist at coordinates but cannot confirm a human can use the build — doors facing cliffs, sunken houses, stairs without headroom, single-block walls of one colour. Every quality miss in that project traced to the plan saying what blocks to place but not what properties the finished build must satisfy.

Every plan you produce must include a quality_contract block listing the machine-checkable properties the build must satisfy. The inspector parses this block and runs the checks automatically — a violation is a build failure, not a stylistic note.

quality_contract:
  walkability[3]{from,to,note}:
    122 65 -339,127 65 -334,front door to living room
    127 65 -334,127 67 -333,living room to upstairs via stair
    127 67 -333,130 67 -335,upstairs to bedroom
  doors[2]{at,facing,clearance_blocks}:
    122 65 -339,south,2
    127 66 -333,east,2
  headroom[2]{over_region_a,over_region_b,min_clear}:
    126 65 -335,127 66 -334,2
    127 66 -334,128 67 -333,2
  block_mix_ratios[1]{region_a,region_b,palette,max_single_ratio}:
    120 64 -340,132 72 -330,"stone_bricks,mossy_stone_bricks,cracked_stone_bricks",0.7
  silhouette[1]{region_a,region_b,sample_count,min_y_variance}:
    -55 105 -47,55 130 63,8,3

Row types — pick the ones that apply to your build:

  • walkability[]{from,to,note} — sample a straight line of mc_block_get between from and to at floor and floor+1; fail if non-traversable blocks block the route or there is no stand-on-able floor.
  • doors[]{at,facing,clearance_blocks} — sample the cells in front of (and behind) the door for clearance_blocks blocks; fail if both sides aren't air with a stand-on-able floor.
  • headroom[]{over_region_a,over_region_b,min_clear} — for every column in the region, require at least min_clear air blocks above the highest solid block (over stairs, corridors, doorways).
  • block_mix_ratios[]{region_a,region_b,palette,max_single_ratio} — count blocks in the region; fail if any single block exceeds max_single_ratio of the total, or if listed palette members are missing entirely.
  • silhouette[]{region_a,region_b,sample_count,min_y_variance} — sample N surface points; fail if Y variance < spec (for naturalistic terrain, no flat plateaus).
  • edge_irregularity[]{edge_name,from,to,max_collinear_run} — sample along an edge; fail if any run of identical X or Z exceeds the limit (the 7-block rule for terrain).
  • connectivity[]{site_a,site_b,via} — two named sites must be reachable along the named path (rail, road, footbridge).

Terrain phases get a richer set of contract rows specific to the non-negotiables — see terraforming/reference/non-negotiable-enforcement.md.

Every walkability, doors, and headroom row in the contract is one the inspector samples and one the worker is forbidden to silently work around. If you can't write a row because you don't know the answer (e.g. "is this door reachable?"), the plan is not detailed enough — interview the user further or check the survey.

Terrain and environment

If the build involves terrain, water, or natural scenery, do not plan it freehand — a specialist skill owns it and writes the terrain phases into plan.toon for you:

  • A named or recognizable natural wonder (the Grand Canyon, a volcano, a karst bay) → the natural-landmarks skill.
  • Generic terrain or scenery (a mountain, a river, a biome, a landscaped setting around a structure) → the terraforming skill.

Plan the structures and capture the requirements; leave the terrain phases to the specialist, and note in requirements.md which one is needed.

Also keep fill steps within Minecraft's volume limit: any single fill must cover at most ~32,768 blocks (a ~30×30×30 tile is a safe size). Split larger volumes into multiple pre-tiled fill steps — the worker does no arithmetic.

Hand off

State the plan back to the user in plain language and confirm it before building. Then tell the orchestrator the plan is ready: the blueprinter creates any listed structures, then the worker executes plan.toon.

The plan files are scratch — the durable record is the registry and structure files written into the world during the build.

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.