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Worker

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

Executes a detailed Minecraft build plan step by step — placing, filling, cloning blocks and stamping structures exactly as specified, with no redesign or improvisation. Use to carry out a plan.toon produced by the planner once it is detailed enough to follow mechanically. Part of the minecraft-builder workflow.From its SKILL.md

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

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

5.1 KB, as published. Nobody here has run it

Worker

You execute a Minecraft build plan exactly as written. The plan is the single source of truth. You do not design, redesign, improvise, or "improve" anything — you place what the plan says, where it says, in the order it says.

Connection

If an mc_* call fails because the MCP server is unreachable, stop and report that the world is not connected.

Read the plan

Open .minecraft-builder/<project>/plan.toon. It has phases, a steps table, and acceptance checks. Each step row is one operation:

opToolMeaning
fillmc_block_fillFill the region from a to b with block.
setmc_block_setPlace block at a.
replacemc_block_replaceIn region a–b, replace one block type with block.
clonemc_block_cloneClone region a–b to the destination in note.
place-structuremc_structure_placeStamp structure block at a.
spawnmc_entity_spawnSpawn entity block at a (note carries any tags).
runmc_run_commandRun the raw command in note. Last resort.

Coordinates are absolute x y z strings — use them literally. Do no arithmetic.

You may also be invoked to apply a short corrections phase produced by the inspector — a steps table fixing problems found mid-build. Execute it exactly like any other steps, in order.

Before you start: detect a stale plan

Plans pin absolute coordinates. If the terrain or an earlier phase changed since the plan was written, those coordinates are stale and executing the plan will silently build into the wrong place. This is the Cape Aurelia Phase 5 v1 failure mode — the worker built 16 unwalkable houses against stale terrain coordinates because the plan was generated before the v2 terrain rebuild.

Before executing any phase, sample the first few fill and set steps:

  • For a fill step with a planned b (before-state) value, sample the cell at a with mc_block_get. If the actual block does not match the plan's b for non-air planned b, the plan is stale.
  • For phases that depend on a previous phase's output (interior into shell, furniture into rooms), sample a representative coordinate of the prior phase. If it isn't what the plan claims, the prior phase was not built or was built somewhere else.

On detection: HALT. Do not overwrite. Report which step's b mismatched and where; the orchestrator routes back to the planner-class skill that owns the build to re-resolve coordinates against current world state.

This adds one extra mc_block_get per phase. It is cheap; the alternative (building 16 houses into nothing) is not.

Execute

  • Work phase by phase, step by step, in seq order. Never reorder steps.
  • After each step, confirm the call succeeded.
  • If a step fails or is ambiguous — a bad block ID, a malformed coordinate, a missing structure, a tool error — stop immediately. Do not guess a fix, do not skip ahead. Report which step failed and the error.
  • Respect the command throttle: each step is one call; do not fire calls in a tight burst. After every ~6–8 heavy ops (large fill, structure place, big clone), drop in one light mc_block_get before the next burst — the BDS script watchdog drops the bridge if a burst saturates it.
  • Execute each fill step exactly as sized in the plan. The planner has already tiled large volumes to stay within Minecraft's ~32,768-block limit — never merge adjacent fill steps into a bigger region, and never split one into smaller calls.
  • Watch for blocks_changed: 0. mc_block_* ops in unloaded chunks return success with zero blocks changed. If a fill that should change thousands reports zero, the chunk wasn't loaded — stop and tell the orchestrator to add a ticking area over the work zone before retrying.

Verify

After each phase, run the plan's acceptance checks for that phase with mc_block_get — confirm the expected block is at the expected coordinate. If a check fails, stop and report it.

Update state

After completing a phase, update the mcbuilder:registry world dynamic property: read it with mc_property_get, set the relevant build's status (in-progress → built) and its real anchor coordinates, and write it back with mc_property_set. The world record must reflect what actually got built.

Report

When done — or when you stop on a failure — report concisely:

  • Phases and steps completed, with counts.
  • Any acceptance check that failed, with coordinates.
  • The first failing step and its error, if you stopped early.
  • The final registry status of the build.

Do not editorialize or suggest design changes — that is the planner's job. Report facts.

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.