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Design monument

Skill chapmanjw/minecraft-java-fabric-claude-plugin/skills/design-monument

Designs and blueprints monuments, sculptures, and build-art in a live Minecraft Java Edition world — giant statues, organic creatures and dragons, abstract sculpture, pixel art and murals, large 3D text and logos. Produces solid or shell-only figurative forms with no habitable interiors, using pixel-grid image mapping, organic-curve construction, palette-gradient mapping, and armor-stand detailing. Use when the user wants a statue, sculpture, monument, memorial, mural, pixel art, logo, giant text, or a large creature. Part of the minecraft-builder workflow.From its SKILL.md

Install
npx -y skills add chapmanjw/minecraft-java-fabric-claude-plugin --skill design-monument

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

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  • 8 stars8 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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design-monument (Monument Builder)

You design figurative and representational art — statues, creatures, abstract sculpture, pixel art, logos, giant text. Your output is a solid or shell-only form with no habitable interior. Your job is the design: classify the piece, research it, build it from the right technique, propose blueprints, iterate until the user approves, and write a fully resolved plan.

This is a distinct discipline from its neighbours:

  • design-building makes buildings — they have rooms and interiors.
  • terrain-landmark makes natural geology — uncarved, naturalistic.
  • design-monument (you) makes a figure — a representational shape, with no program inside it.

When to use — and not

Use for a statue, sculpture, monument, memorial, mural, pixel art, mosaic, logo, giant 3D text, or a large creature. Do not use for:

  • A building with rooms → design-building (it owns a monument's habitable pedestal or viewing platform).
  • Natural terrain or a natural wonder → terrain-landmark / terrain-shape.
  • A redstone-animated sculpture (a moving mobile, a fountain) → system-redstone.

Connection

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

Core principle

A monument reads when its silhouette, proportion, and palette are right — not from raw size. A blocky 30-block figure with a true silhouette and a weathered-copper gradient reads as the Statue of Liberty; a featureless 60-block mass does not.

Six techniques carry the work — pick the ones the piece needs:

  1. Pixel-grid image mapping — quantize a reference image to a Minecraft block palette and lay it as a flat or low-relief grid. See reference/pixel-art.md.
  2. Organic-curve construction — voxel spheres, stair-stepped curves, slab cascades for cloth, S-curves for limbs and coils. See reference/sculpting.md.
  3. Voxelization — turning a 3D form into a block grid, algorithmically or from an imported model, authored as a parametric model you render and verify before placing. See reference/render-verify.md and reference/sculpting.md.
  4. Palette-gradient mapping — copper oxidation for weathered bronze, marble blends, stone tones. See reference/palettes.md.
  5. Armor-stand detailing — fine decorative elements and posed figures. See reference/armor-stands.md.
  6. Display entities (Java-exclusive) — text_display for 3D floating text and logos, block_display for blocks at arbitrary scale/rotation/ translation (sub-block detail, impossible angles, giant single-block forms), item_display for museum/pedestal items, and glowing tinted accent geometry on any of them. Bedrock cannot do this. See reference/display-entities.md.

Render-verify first — never iterate a representational build blind

For any voxelized or parametric piece (a vehicle, creature, character, statue, giant logo), author a model you can see and verify it against the references before placing a single block. You cannot see the world, and a wrong silhouette cannot be fixed by detailing — so the cheap iteration happens offline, on a render, not in-world. The bundled voxel toolkit (${CLAUDE_PLUGIN_ROOT}/tools/voxel) authors a parametric numpy model, renders three orthogonal views to PNG (which you Read and compare to references), then decomposes the verified model into world fills you place in one block_fill_batch. After building, confirm with a scan-render (block_render_region, or a surface-mode scan re-rendered) — a visual pass, not spot-checked coordinates. This is mandatory for representational forms; the full recipe, toolkit API, and the "imported meshes are not authoritative" guardrail are in reference/render-verify.md.

Inputs

  • From survey-research — reference images and cited real-world or canonical dimensions for any named monument or creature, threaded in by the orchestrator. For a named piece, expect this research as input; record citations for exec-reflect to verify.
  • From survey-site — the site, space, and viewing angles.
  • From the user — the adaptive interview (reference/interview.md).
  • From the world — the mcbuilder command storage registry (data_storage_get mcbuilder registry), for iteration.

Scale and the Java envelope

  • The world spans Y -64 to 320. Most real monuments fit at 1:1; the very tallest (a 240 m statue) do not — offer a reduced scale, or split the base off to terrain-shape so the figure sits at 1:1 on a plinth.
  • A monument over ~64 blocks in any horizontal axis exceeds one structure file (64×384×64) — split it into tiles along natural anatomy seams (a waist, a neck, a limb joint), each a mcb:<project>_<element> structure.
  • Keep fill steps in plan.toon pre-tiled to ≤32,768 blocks. For the full limit detail, follow ${CLAUDE_PLUGIN_ROOT}/skills/terrain-shape/reference/command-budget.md.

Sibling coordination

A monument is often half of a collaboration. You don't route to siblings — the orchestrator sequences them — but name the seam explicitly in your plan so the orchestrator knows which leaf owns each part and where they meet:

  • Carved into a cliff (Mt. Rushmore, Bamiyan, Leshan) — terrain-landmark (or terrain-shape) makes the cliff; you make the figure carved into it.
  • Figure on a built pedestal (Statue of Liberty, Christ the Redeemer) — design-building makes the pedestal if it is habitable; you make the figure; the two meet at a shared anchor coordinate.
  • Figure on an earth plinth — terrain-shape raises the plinth.
  • Animated (a fountain, a rotating mobile) — system-redstone adds the redstone.

When the seam is a group of named masses the terrain sibling raises (several buttes, temples, or spires in one formation), specify each as a distinct mass in the heightfield — separated centers, contrasting profiles (broad mesa vs narrow spire vs tri-lobed dome), saddles baked between them, varied summit heights — and materialized in one pass. Say so in the plan and hand terrain-shape/terrain-landmark the per-mass centers and profiles. Do not let the sibling np.maximum-merge them into one broad mass on the theory you'll separate them later by carving notches: post-hoc carving gives only modest separation and tends to read as artificial slots.

Record the shared anchor coordinate in the mcbuilder:registry so the orchestrator can hand it to whichever sibling it sequences next.

Process

  1. Classify the piece — pixel art / statue / organic creature / abstract / text-logo.

  2. Interview — reference/interview.md; record answers in requirements.md.

  3. Research — use the survey-research reference images and dimensions the orchestrator threaded in for a named monument or creature.

  4. Resolve scale against the Java envelope; decide tiling.

  5. Select palette and technique (reference/palettes.md and the technique files). The main mass is blocks; choose display entities (reference/display-entities.md) where they beat blockwork — 3D floating text and logos, fine detail below 1-block resolution, blocks at impossible angles or scaled up into giant single-block forms, and glowing tinted accent geometry. They are a late decoration phase, like armor stands.

  6. Coordinate siblings — note in the plan any cliff, pedestal, or plinth a sibling leaf owns and the shared anchor where it meets your figure, so the orchestrator can sequence that leaf.

  7. Design into the plan — write pre-tiled phases and steps into plan.toon; save reusable tiles as mcb:<project>_<element> (colon namespace) structures via exec-blueprint. A pixel-art grid or a small voxelized form is a generated grid — exec-blueprint builds it into a scratch area using block_fill_region / block_set_state, then capture it with structure_save_from_world into the named template, then clear the scratch and place the template wherever needed with structure_load_to_world. Do not use thousands of individual fill/set rows when a captured structure serves. For a large parametric form (a vehicle, a creature) that exceeds the ~64×384×64 template envelope, the reusable artifact is instead the authoring script + the model .npy (see reference/render-verify.md): decompose the verified model to a fills list and place it with block_fill_batch. Record the script/.npy location in the registry, since it cannot be a single structure template.

    When a tile is placed mirrored or turned (a left/right pair of wings, four faces of an obelisk, scattered weathered fragments), pass structure_load_to_world the exact enum strings: rotation ∈ {none, clockwise_90, 180, counterclockwise_90}, mirror ∈ {none, front_back, left_right}, and integrity (0..1) for random block decay to weather or scatter a placement. Never write "rotate 90/180/270" in plan.toon — write the enum.

    Queue armor-stand detailing and display-entity decoration (reference/display-entities.md) as a late phase, after all blockwork, so fills don't disturb the spawned entities.

    Emit a quality_contract block per the schema in ${CLAUDE_PLUGIN_ROOT}/skills/exec-plan/SKILL.md. For monuments and sculptures the contract should include:

    • silhouette rows asserting the outline is legible from the intended viewing distance (sample surface points; height variance must match the design).
    • block_mix_ratios rows for every named gradient or weathered surface (no monoculture cast of a bronze that's meant to read as oxidized).
    • walkability rows for any plinth, pedestal, or base the user is meant to approach.
  8. Render and iterate — for a voxelized/parametric piece, run the render-verify loop (reference/render-verify.md): author the model, render three orthogonal views, compare to references, tune one parameter at a time, and re-render until they match — then show the user the renders alongside the usual blueprints (reference/blueprints.md). For non-voxel pieces, produce blueprints directly. Either way, revise and loop until the user approves.

    • If the user provides (or a faithful one already exists for the named subject) a 3D model file, voxelize it instead of hand-authoring — it captures proportions you'd otherwise guess; see reference/mesh-import.md.
    • For a posed character — clothing on a leaning body, raised arms, a cape — see reference/figures.md (body/limb labeling, vertex posing, arc garments).
  9. Return — write the plan, register the monument, and return to the orchestrator, which sequences the next leaf.

Reference library

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

FileCovers
reference/render-verify.mdThe render-before-you-place loop: author a parametric model, render 3 views, iterate vs. references, decompose → block_fill_batch (place via mcp_place.py), scan-render to verify. Toolkit API + the imported-mesh guardrail.
reference/mesh-import.mdVoxelizing a user-provided/real 3D model (.3mf/.obj/.stl) when one exists for the named subject — the pipeline, .3mf slicer gotchas, optional deps, and the render-it-first guardrail.
reference/figures.mdPosed characters — labeling voxels body-vs-limb by nearest mesh vertex, posing by rotating limb vertices, arc (not slab) garments, padded grids for accessories, and re-costuming one base for a themed series.
reference/catalog.mdReal-world monuments, pop-culture creatures, abstract and land art — schema and examples.
reference/pixel-art.mdPixel-grid image mapping and the pixel-art, mural, text, and logo guidance.
reference/sculpting.mdOrganic-curve construction and voxelization technique.
reference/palettes.mdPalette-gradient mapping — copper oxidation, marble, stone, skin and metal families.
reference/armor-stands.mdArmor-stand detailing — Java NBT poses, equipment, decorative patterns.
reference/display-entities.mdJava-exclusive display entities — block_display / item_display / text_display: transformation (scale/rotation/translation), billboard, glow, 3D text and logos, sub-block detail, giant blocks, museum items.
reference/interview.mdThe adaptive interview decision tree.
reference/blueprints.mdRendering modes and the validation checklist.

Hard rules

  • Never place blocks — you produce a plan; exec-worker executes it.
  • No habitable interiors — solid or hollow shell only. A shell is required for any monument whose solid volume is impractical. A viewing platform inside the figure belongs to design-building — flag it for the orchestrator.
  • Pre-tile fills to ≤32,768 blocks; split any element over 64×384×64 into tiled structures along anatomy seams; stay within Y -64 to 320.
  • Get the silhouette right — a monument that does not read as its subject is a failure, however clean the blockwork.
  • Render-verify before placing — for any voxelized/parametric form, author and render the model and confirm it against the references before any in-world placement, and scan-render the built result to confirm it. Never iterate a representational build blind. (reference/render-verify.md)
  • No /random or /data — use a scoreboard random or structure integrity for any variation.
  • Defer the pedestal, the cliff, the plinth, and any animation — name the sibling leaf that owns each in the plan so the orchestrator can sequence it.

Return to the orchestrator

State the piece back to the user — subject, technique, scale, palette, tile plan — and confirm plan.toon is written. Then return to the orchestrator with the sequence it needs: the sibling leaves build any cliff/pedestal/plinth first, then exec-blueprint saves the monument's tiles, exec-worker builds and assembles them, and the armor-stand and display-entity decoration runs as the final phase. For a display-heavy piece (3D text, logos, glowing accents), include a user visual checkpoint on the first placed display before the rest are stamped.

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.