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
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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-buildingmakes buildings — they have rooms and interiors.terrain-landmarkmakes 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:
- 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. - Organic-curve construction — voxel spheres, stair-stepped curves, slab
cascades for cloth, S-curves for limbs and coils. See
reference/sculpting.md. - 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.mdandreference/sculpting.md. - Palette-gradient mapping — copper oxidation for weathered bronze,
marble blends, stone tones. See
reference/palettes.md. - Armor-stand detailing — fine decorative elements and posed figures.
See
reference/armor-stands.md. - Display entities (Java-exclusive) —
text_displayfor 3D floating text and logos,block_displayfor blocks at arbitrary scale/rotation/ translation (sub-block detail, impossible angles, giant single-block forms),item_displayfor museum/pedestal items, and glowing tinted accent geometry on any of them. Bedrock cannot do this. Seereference/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
(${CLAUDE_PLUGIN_ROOT}/tools/voxel) authors a parametric numpy model, renders
three orthogonal views to PNG (which you Read and compare to references),
then decomposes the verified model into world fills you place in one
block_fill_batch. After building, confirm with a scan-render
(block_render_region, or a surface-mode scan re-rendered) — a visual pass, not
spot-checked coordinates. This is mandatory for representational forms; the full
recipe, toolkit API, and the "imported meshes are not authoritative" guardrail
are in reference/render-verify.md.
Inputs
- From
survey-research— reference images and cited real-world or canonical dimensions for any named monument or creature, threaded in by the orchestrator. For a named piece, expect this research as input; record citations forexec-reflectto verify. - From
survey-site— the site, space, and viewing angles. - From the user — the adaptive interview (
reference/interview.md). - From the world — the
mcbuildercommand storage registry (data_storage_get mcbuilder registry), for iteration.
Scale and the Java envelope
- The world spans Y -64 to 320. Most real monuments fit at 1:1; the very
tallest (a 240 m statue) do not — offer a reduced scale, or split the base
off to
terrain-shapeso the figure sits at 1:1 on a plinth. - A monument over ~64 blocks in any horizontal axis exceeds one structure
file (64×384×64) — split it into tiles along natural anatomy seams (a
waist, a neck, a limb joint), each a
mcb:<project>_<element>structure. - Keep
fillsteps inplan.toonpre-tiled to ≤32,768 blocks. For the full limit detail, follow${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(orterrain-shape) makes the cliff; you make the figure carved into it. - Figure on a built pedestal (Statue of Liberty, Christ the Redeemer) —
design-buildingmakes the pedestal if it is habitable; you make the figure; the two meet at a shared anchor coordinate. - Figure on an earth plinth —
terrain-shaperaises the plinth. - Animated (a fountain, a rotating mobile) —
system-redstoneadds 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
-
Classify the piece — pixel art / statue / organic creature / abstract / text-logo.
-
Interview —
reference/interview.md; record answers inrequirements.md. -
Research — use the
survey-researchreference images and dimensions the orchestrator threaded in for a named monument or creature. -
Resolve scale against the Java envelope; decide tiling.
-
Select palette and technique (
reference/palettes.mdand 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. -
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.
-
Design into the plan — write pre-tiled phases and steps into
plan.toon; save reusable tiles asmcb:<project>_<element>(colon namespace) structures viaexec-blueprint. A pixel-art grid or a small voxelized form is a generated grid —exec-blueprintbuilds it into a scratch area usingblock_fill_region/block_set_state, then capture it withstructure_save_from_worldinto the named template, then clear the scratch and place the template wherever needed withstructure_load_to_world. Do not use thousands of individualfill/setrows 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(seereference/render-verify.md): decompose the verified model to a fills list and place it withblock_fill_batch. Record the script/.npylocation 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_worldthe exact enum strings:rotation∈ {none,clockwise_90,180,counterclockwise_90},mirror∈ {none,front_back,left_right}, andintegrity(0..1) for random block decay to weather or scatter a placement. Never write "rotate 90/180/270" inplan.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_contractblock 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.
-
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).
- 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
-
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:
| File | Covers |
|---|---|
reference/render-verify.md | The 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.md | Voxelizing 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.md | Posed 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.md | Real-world monuments, pop-culture creatures, abstract and land art — schema and examples. |
reference/pixel-art.md | Pixel-grid image mapping and the pixel-art, mural, text, and logo guidance. |
reference/sculpting.md | Organic-curve construction and voxelization technique. |
reference/palettes.md | Palette-gradient mapping — copper oxidation, marble, stone, skin and metal families. |
reference/armor-stands.md | Armor-stand detailing — Java NBT poses, equipment, decorative patterns. |
reference/display-entities.md | Java-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.md | The adaptive interview decision tree. |
reference/blueprints.md | Rendering modes and the validation checklist. |
Hard rules
- Never place blocks — you produce a plan;
exec-workerexecutes 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
/randomor/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.