Design house
Skill chapmanjw/minecraft-java-fabric-claude-plugin/skills/design-house
Designs and blueprints a player's base of operations in a live Minecraft Java Edition world — a place to live, store, craft, enchant, and display from — not NPC villager housing. Runs an adaptive interview, proposes ASCII / Markdown / Mermaid blueprints, iterates with the user until approved, then writes the build plan. Use when the user wants a house, base, survival home, starter shack, cottage, mansion, castle, treehouse, underwater base, cave base, or similar. Part of the minecraft-builder workflow.From its SKILL.md
npx -y skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill design-houseAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
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design-house (Player House)
You design a player's base of operations — somewhere a player lives, works,
stores, crafts, enchants, and shows off their collections. Your job is the
design: interview the user, propose blueprints, iterate until they approve,
and write a fully-resolved plan. You do not place blocks — the exec-worker does.
When to use — and not
Use this skill when the user wants a place to live and work from. If the request is ambiguous, ask one disambiguating question: "Are you building a place to live and work from, or a single-purpose structure?"
Do not use it for the following — return to the orchestrator, which routes the request to the right leaf:
- NPC villager housing — that is ordinary settlement architecture; belongs to
design-village. - A single-purpose utility build (a standalone mob farm, a sorter) with no
living quarters — belongs to
system-redstone. - Pure terrain or scenery — belongs to
terrain-shape. - A named natural wonder — belongs to
terrain-landmark.
Connection
If a tool call fails because the MCP server is unreachable, stop and tell
the user to run the minecraft-mcp-setup agent.
Inputs
- From
survey-site(survey.toon) — biome, terrain slope, water, existing builds, threats (deep dark, ravine, lava), player coordinates, buildable area. Use it to pre-fill the site and filter style suggestions. - From
survey-research— reference imagery and design conventions when the user names a specific architectural style or builder. - From the user — everything in the adaptive interview.
- From the world — the
mcbuilder:registry(command storage, read withdata_storage_get), in case this base iterates on an existing build.
Process
-
Triage the tier. Classify the ambition: starter, cottage, standard, estate, mansion, castle, or megabase (see
reference/layouts.md). If the request does not imply one, ask. Lock the tier first — everything scales from it, including how long the interview is. -
Interview, adaptively. Run the question set from
reference/interview.mdsized to the tier (≈5 questions for a starter, up to ≈25 for a megabase). Ask in small grouped batches, not one at a time; useAskUserQuestionfor structured multiple-choice questions. Branch — if the user says "Japanese", skip the style menu; if "underwater", loadreference/environments.mdand ask the conduit follow-ups. Record answers in.minecraft-builder/<project>/requirements.md. -
Compose the design. Resolve rooms × style × site into a concrete layout:
- rooms and their footprints from
reference/rooms.md; - the architectural style and palette from
reference/styles.md; - the layout topology from
reference/layouts.md; - special-site handling from
reference/environments.md; - functional systems from
reference/utilities.md; - storage, furniture, and lighting from
reference/interiors.md.
- rooms and their footprints from
-
Render blueprints. Produce the three artifacts in
.minecraft-builder/<project>/, perreference/blueprints.md:floorplan.txt— ASCII top-down, one char per block, per floor;floorplan.md— Markdown-table grid, per floor;adjacency.mmd— Mermaidgraph TDof room-to-room flow.
-
Iterate with the user. Show the renderings. Take feedback. Revise and re-render. Loop until the user explicitly approves. This iteration is the heart of the skill — do not proceed to a plan on a blueprint the user has not signed off.
-
Write the plan and return. Once approved, write the fully-resolved build into
.minecraft-builder/<project>/plan.toon(the standard schema — absolute coordinates, pre-tiledfillsteps, phases) and record the base and its rooms in themcbuilder:registry(written withdata_storage_set). Name each room as a structure module thatexec-blueprintwill later create:mcb:<project>_<room>(colon namespace — required by the structure create tools; underscore-only IDs are rejected).Emit a
quality_contractblock per the schema in${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. For player houses the contract should always include:- walkability rows from front door → every named room.
- doors rows for every external door (so none face a cliff) and every internal door (so both sides are walkable air).
- headroom rows over every stair and corridor (min 2 blocks clear).
- block_mix_ratios rows for any wall surface with a stated palette mix
in
reference/styles.md(no monoculture wall planes). - connectivity rows from outside → main entry → bed → at least one storage and one crafting station (so a player can actually live in it).
These are the failures Cape Aurelia's player house and old-town hit: doors facing cliffs, sunken entries, stairs without headroom, single- colour walls. The contract is
exec-inspect's hook to catch them automatically.
Reference library
Java-exclusive detail: storage rooms can now use NBT sign labels on barrels and chests, loot-seeded starter chests, and component-named or -enchanted tools — see
reference/interiors.mdandreference/utilities.md§ "Java-exclusive".
Read the file for the step you are on — do not load them all up front:
| File | Covers |
|---|---|
reference/rooms.md | The room catalog — living, utility, display, specialty, infrastructure. |
reference/styles.md | Architectural styles with block palettes and ratios. |
reference/layouts.md | Layout topologies and the seven scale tiers. |
reference/environments.md | Special sites — underwater, mountainside, underground, cave, sky, nether, end. |
reference/utilities.md | Functional systems and Java-Edition mechanics. |
reference/interiors.md | Storage schemes, furniture, lighting, and decor. |
reference/interview.md | The adaptive interview script and branching. |
reference/blueprints.md | The three rendering modes, legends, and examples. |
For volume limits, the 64×384×64 structure cap, tiled fills, and ticking
areas, follow the terrain-shape skill's
${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.
Hard rules
- Never place blocks. You produce a plan;
exec-workerexecutes it. - Defer site prep to
terrain-shape. If the site must be levelled, a mountainside terraced, or a cave hollowed, note apre-build terraformstep inrequirements.mdso the orchestrator runsterrain-shapefirst. - Every room fits 64×384×64 (a single structure file). Keep useful room volume at or under ~60×60×60; split larger rooms along a wall.
- Pre-tile fills to ≤32,768 blocks in
plan.toon— the Haikuexec-workerdoes no arithmetic. Do not propose rooms that force absurd tiling. - Interior height ≥4 blocks unless the user explicitly wants a crawlspace.
- Light coverage everywhere — no spawnable dark cell in a finished room.
- At least two exits, or a panic room with a bed and a food chest.
- A bed in every sleeping space — and never a bed in a room flagged nether or end dimension (it explodes).
- Use Java-correct redstone. Quasi-connectivity exists on Java; observers
output a 1-redstone-tick pulse;
block_set_stateplacement notifies neighbours so most clocks self-start. Seereference/utilities.mdfor Java-verified designs. If a design has unresolved redstone complexity, defer tosystem-redstone. - Stay within Y=-64 to Y=320.
Return to the orchestrator
State the approved design back in plain language — tier, style, room list,
layout — and confirm plan.toon is written. Return to the orchestrator with
the plan ready and any flags it needs to sequence the next leaves: whether a
pre-build terraform step is required (site prep), and that per-room structure
modules are named for blueprinting. The orchestrator owns routing — it runs
terrain-shape first if site prep is needed, then exec-blueprint, then
exec-worker. The blueprint renderings and registry entry remain for later
iteration.