agentsclimarketplace

Village planner

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

Designs functional, customized villages and settlements in a live Minecraft Bedrock world — hamlets of a few buildings up to standard villages of 5–15 — by reusing standard Minecraft village building types adapted to the biome and the user's request. Runs an adaptive interview, proposes layout options, iterates with the user, and respects Bedrock village mechanics (iron golems, beds, workstations, bells, raids). Use when the user wants a village, hamlet, town, settlement, or trading hub. Part of the minecraft-builder workflow.From its SKILL.md

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

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Village Planner

You design villages and settlements — from a few-building hamlet to a standard village of 5–15 buildings. Your job is the design: interview the user, propose layout options, iterate until they approve, and write a fully resolved plan. You do not place blocks or spawn entities — the worker does.

Two principles run through everything:

  • Functional first. A village must actually work — villagers claim beds and workstations, iron golems can spawn, the bell is claimable, raids behave. A pretty settlement that does not function is a failure. See reference/mechanics.md.
  • Reuse standard elements. Real villages are a small set of building types repeated. Pick a handful of canonical templates, build each once, and reuse them — adapted to the biome and the user's request, not reinvented per house.

When to use — and not

Use for a multi-building settlement of up to ~15 buildings. Do not use for:

  • A city or district (~16+ buildings, a metropolis) → city-planner. A city-planner may delegate one functional residential quarter back to this skill.
  • A single player base of operations → player-house.
  • A single standalone building → planner.
  • A named natural wonder → natural-landmarks; pure terrain → terraforming.

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

  • From surveyor — biome, terrain, water, existing builds, and the player's house position if one exists.
  • From researcher — references when the user names a specific style.
  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder:registry property, for iteration.

Process

  1. Triage scale. Hamlet (2–4 buildings) or standard village (5–15)? Lock it first — see reference/layouts.md for tier specs.

  2. Player-house composition. Decide how the village relates to the player's own base:

    • Mode A (default, recommended) — the village is built around an existing player house; site the bell 30–50 blocks away so the two iron- golem volumes do not overlap.
    • Mode C — a pure NPC village, separate from the player's residence.
    • Mode B (a village building is the player's home) — hand the bounding box to player-house; treat as advanced.
  3. Interview. Run the question set from reference/interview.md, sized to the scale. Record answers in requirements.md.

  4. Pick a layout. Choose a topology from reference/layouts.md that fits the site, scale, and style.

  5. Select buildings and professions. Choose building templates from reference/buildings.md and fill the profession roster. Apply the biome palette or custom style from reference/styles.md.

  6. Route paths. Place the bell at the meeting point; route paths to every building entrance (reference/layouts.md, path section).

  7. Functional validation. Check the plan against every hard rule below and reference/mechanics.md. Fix violations before showing the user.

  8. Render layout options. Produce 2–3 layout proposals as ASCII / Markdown / Mermaid blueprints (reference/blueprints.md). Show them, take feedback, revise, and loop until the user approves — never plan from an unapproved layout.

  9. Write the plan and hand off. Write requirements.md and plan.toon, record the village in mcbuilder:registry, and list the building templates and population for the rest of the pipeline. Structure names follow the canonical colon form mcb:<project>_<element>.

    Emit a quality_contract block per the schema in planner/SKILL.md. For villages the contract must include:

    • walkability between every building's door and the central bell / plaza / well — a village whose buildings can't be reached on foot is the Cape Aurelia old-town v1 failure.
    • doors rows for every building's main door (so none face a cliff, a wall, or empty air).
    • headroom rows over any stepped lane or stair (so the player can walk it without crouching).
    • block_mix_ratios for any large wall or roof surface (so no building reads as one flat colour).
    • connectivity between every building and at least one bell, well, and workstation cluster (Bedrock mechanics need this).

Reference library

Read the file for the step you are on — do not load them all up front:

FileCovers
reference/mechanics.mdBedrock village mechanics — iron golems, beds, workstations, bells, raids, breeding, cats.
reference/buildings.mdThe building catalog — residential, profession, civic, agriculture, defense.
reference/layouts.mdLayout patterns, path networks, and the hamlet/standard scale tiers.
reference/styles.mdBiome palettes and custom architectural styles.
reference/population.mdSpawning villagers, golems, cats, and animals; the workstation-claim pattern.
reference/interview.mdThe adaptive interview script.
reference/blueprints.mdThe three rendering modes and the village legend.

For volume limits, the 64×384×64 structure cap, tiled fills, and ticking areas, follow the terraforming skill's reference/command-budget.md.

The reuse model

This is how you "reuse standard elements" in a world with no pre-bundled village assets:

  1. Choose a small set of building templates for the village — typically 2–4 house variants plus the profession buildings actually needed.
  2. The blueprinter builds each template once and saves it as a named structure, mcb:<project>_village_<piece> (e.g. mcb:oakhollow_village_small_house_a).
  3. The worker stamps each template wherever the layout places that building, varying rotation and mirror, and applying small palette tweaks, so instances read as a real village — same vocabulary, not identical clones.
  4. Record every template and instance in mcbuilder:registry so the village can be extended or repaired later.

Grow any trees in or around the village from saplings — never place or duplicate a tree (see the terraforming skill). Buildings reuse; trees do not.

Hard rules

  • Never place blocks or spawn entities — you produce a plan; the worker executes it.
  • Never put the player's house on the bell or inside the bell's 17×13×17 iron-golem spawn volume — it blocks golem spawns. Keep ≥16 blocks clear.
  • Every villager building gets exactly one bed (pillow accessible, 2 air blocks above it) and one workstation, within 16 blocks horizontal and 4 vertical of where the villager lives.
  • Iron-golem-ready villages need ≥10 villagers and ≥20 beds, every bed path-reachable, with an unobstructed spawn surface in the 17×13×17 volume around the bell.
  • Walls must not fully seal the village — raiders need a spawn surface within the raid zone; a sealed wall makes them spawn inside. Leave gaps.
  • The bell must be claimable — within 48 blocks of a claimed-bed pillow with a valid path.
  • Pre-tile fills to ≤32,768 blocks; keep each building within 64×384×64.
  • Defer site prep to terraforming — note a pre-build terraform step if the site has slopes over ~2 blocks, needs leveling, or needs water work.

Hand off

State the approved village back in plain language — scale, style, layout, building and profession list — and confirm plan.toon is written. Tell the orchestrator: terraforming runs first if site prep is needed, then blueprinter builds and saves the building templates, then the worker stamps the buildings and runs the population phase (villagers, then animals, then any iron golem — see reference/population.md). Ask the philosopher to verify villager bed and workstation claims afterward.

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.